3. Physical Design and Factoring
3.2 Avoiding Poor Physical Modularity
3.3 Grouping Things Physically That Belong Together Logically
3.4 Avoiding Cyclic Link-Time Dependencies
3.6 Avoiding Excessive Link-Time Dependencies
3.7 Lateral vs. Layered Architectures
3.8 Avoiding Inappropriate Link-Time Dependencies
3.9 Ensuring Physical Interoperability
3.10 Avoiding Unnecessary Compile-Time Dependencies
3.11 Architectural Insulation Techniques
3.12 Designing with Components
Software is physical. We cannot develop large-scale software systems successfully without addressing the physical aspects head on. Cyclic, excessive, or otherwise inappropriate physical dependencies must be avoided, ...
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