Anyway, congrats with the project; it seems pretty common sense idea wise so it is nice but cannot see many people jumping through the hoops and adopt it; people are too opinionated (including me).
Anyway, congrats with the project; it seems pretty common sense idea wise so it is nice but cannot see many people jumping through the hoops and adopt it; people are too opinionated (including me).
We decided to include both videos and text in the documentation because we know that people are different, and have different preferences for learning.
You're right that people are opinionated, and that it's difficult to convince them to try new ideas. However, I've been pleasantly surprised at how open the Clojure community has been to our concept and at the momentum it's starting to build.
It'll be interesting to see if other language communities have the same mindset.
I think for this reason the Lego analogy needs to be completely abandoned. Every effort of software modularization has been analogized to Lego at some point, and yet they all fall short. No arhicture claims they are the equivalent of twine glue and toothpicks, even if that's what it ends up being. So any N+1 language/framework/architecture promising it's going to be Lego (for reals this time), even if it does actually deliver, will not be taken seriously when they make the claim.
https://storage.googleapis.com/download/storage/v1/b/gitbook...
I produce a bit of music and one thing I can never remember how to do without looking it up is side chain compression. I don't use it very often but when I do, I always have to Google what the controls / routing is to be able to do it.
In the beginning it was forum posts, maybe with a couple of images to help illustrate where to click etc. Now it's 10 minute YouTube videos replete with needless introductions about the person creating it and hat in hand begging for likes or subscriptions. You have to go digging to find what you're looking for.
I've been experimenting in this space a bit though (weirdly enough with video game tutorials). I'd be interested in how others find this format for learning or understanding concepts. Here's an example
https://apex-fundamentalists.vodon.gg/videos/0e074984-f9f0-4...
This is because the video says how nice would it be to have a banana without a slightest description of what the banana is and why do we need it. Absolutely useless video. And yes I very much prefer reading a document for understanding concepts.
As for the project itself. I did a very brief reading and I fail to grasp any particular value. Basically what I understood is that if you organize your code in some particular way we will do some particular things.
Maybe if they've presented clear example I would be willing to dig in deeper. For now I've "invested" couple of minutes and watched that "nothing" video and I do not think I'll invest any more time. Maybe it is my loss and their idea is amazing but they definitely do not make it easy to understand what's in it for me.
If you watch it at 1.5x speed, then it'll take less than 7 minutes of your time.
If you're still not getting the "why" of Polylith after this video, then I'd be very grateful if you could give us some quick feedback on what you're missing. That will help us figure out how to explain the concepts better in the future.
The video spends too long telling me things I already know - e.g. what are functions / objects / layers / etc.
Tell me something I don't know - such as what makes Polylith unique. The video says this is "Components". Well what's so different about those? They sound like microservices or perhaps high-level objects. Or perhaps interfaces.
Show an example!
Components do have attributes in common with microservices and with stateless objects (e.g. a public interface and encapsulated implementation).
Where components differ from microservices is that a component's interface is simply a collection of functions, rather than network-facing endpoints. This means that multiple components can be deployed into a single artefact, keeping deployment complexity and cost down.
Where components differ from objects is that a component is a higher-level abstraction, closer in scope to a microservice.
However, we think that Polylith's biggest differentiator is the separation it gives between development and production. Let's say you have a Polylith project with 100 components, that you deploy in production across 10 services. You can work with all 100 components in a single development environment, and test them as though they're a monolith, even though they're not deployed that way in production. It's a lot like building systems with LEGO, and we think its just as fun!
Is this a "collection of functions" or "collection of function declarations"? If you want to communicate concepts this is not the best example. And for either case many languages already have the solutions.
I agree with you that many languages have syntax to support building interfaces. However, I've yet to come across one that offers all the benefits of Polylith's approach with components.
My lines about the video part was exactly about this particular video.
Did my response to `cjg` in this thread help to clarify anything for you?
In my ecosystem I simply do not really have problems that you suggest we do and the functionality that you relegate to that "component" idea is not something new and unavailable.
I work mainly in C++, Delphi/Lazarus, JavaScript. Many others as well but not very often. C++ and Delphi handle the domain just fine. Javascript - bit less convenient still easy.
There are three approaches that I'm aware of for solving this problem: 1) copy/paste the shared code between the two repositories, 2) freeze the code into a library that both services depend on, 3) keep both services in one repository, extract the shared code into a module or component, both services depend on the shared module, deploy the services as separate artefacts.
1) is bad for obvious reasons, 2) adds unnecessary friction to the development process, and 3) is how Polylith solves it.
I was wondering if you've come across another way to achieve 3), or perhaps a fourth approach?
Pattern goes like this.
1) Client hires me to develop product. After initial phases I determine what parts (code) of other products I can salvage for reuse. At this point I either copy those parts or get the latest version if those parts are 3rd party libraries which at this point is basically the same. So in between different projects I always use approach (1). You are free to laugh at me. I develop for 40 years already and this approach saves me from countless headaches related to "purism". Unless there is really really big reason I do not want to change something in a piece of shared code and then test countless permutations in unrelated projects. Thanks but no thanks. Also once my product reaches maturity I usually transfer it to client.
2) Stage 2 - working on a single product. Even though I avoid "microservices" as deployable like a plague the product still might consist from few physical executables / services. In this case the "components" code is shared as a code and the code uses Interfaces (or simulation in case of Javascript for example) when I feel that I need to abstract some "component" so that I can replace it. so this is your (2) and it poses zero friction to me unlike what you claim.
Types of products I develop ranges from firmware, to game like native applications with device control and accelerated graphic and multimedia, to enterprise backends etc. I have way bigger things to deal with rather than nitpicking whether concept of Component through Interface / library / etc. poses mental / maintenance challenge for me (hint it is not).
I'm still intrigued to understand exactly how you share code across services. Let's say that you've written a piece of code for logging, which you want to use in both service A and service B. Do you package it up in a library? If so, doesn't that mean you have to place that library in a repository, so both services can access it? Doesn't that mean that if you want to make changes to the logging code that you now have to publish a new version of the library, and remember to update both services to depend on the new version?
That's the friction I'm talking about.
With Polylith, the logging code would live in a component that's directly accessible to all the other components in the system. That's because Polylith lets us work with all our components as if they're a monolith (even if we chose to deploy them as multiple services). This means that when we update the logging component, there's zero friction to update any impacted components in the services.
If the change only affects the logging component's implementation (and not its interface) then no other components need to be updated, and we can just redeploy the system. If it's a breaking change to the interface, then we can immediately fix the impacted components within our monolithic development environment. If the change is a refactor of the logging component's interface, then the other components will be automatically updated by our refactoring tool!
Hopefully that explains how Polylith solves this challenge so elegantly.
I package it mostly as a code. For example in C++ those would be the header file "xxx.h" ans an interface and "xxx.cpp" as implementation. If I only change the implementation there is no need for me to to touch anything else. Build system will figure out what services (executables) need to be rebuild and relinked. It will then build, deploy, run tests etc while I sit and pick my nose.
Is it because they’re “video native” and know how to navigate it better? Surely they’re not sitting through 2 minutes introductions. Do they inherently understand how to return to the important parts of a video for future reference? My brain just does not operate like theirs, it seems.
But following your idea of finding a reason that assumes it's actually more beneficial learning from video than text for people in that class, you need to consider two alternatives.
The first is that they are better at video, but the second is that they are worse as long form text.