Book Image

Get Your Hands Dirty on Clean Architecture - Second Edition

By : Tom Hombergs
4 (1)
Book Image

Get Your Hands Dirty on Clean Architecture - Second Edition

4 (1)
By: Tom Hombergs

Overview of this book

Building for maintainability is key to keep development costs low (and developers happy). The second edition of "Get Your Hands Dirty on Clean Architecture" is here to equip you with the essential skills and knowledge to build maintainable software. Building upon the success of the first edition, this comprehensive guide explores the drawbacks of conventional layered architecture and highlights the advantages of domain-centric styles such as Robert C. Martin's Clean Architecture and Alistair Cockburn's Hexagonal Architecture. Then, the book dives into hands-on chapters that show you how to manifest a Hexagonal Architecture in actual code. You'll learn in detail about different mapping strategies between the layers of a Hexagonal Architecture and see how to assemble the architecture elements into an application. The later chapters demonstrate how to enforce architecture boundaries, what shortcuts produce what types of technical debt, and how, sometimes, it is a good idea to willingly take on those debts. By the end of this second edition, you'll be armed with a deep understanding of the Hexagonal Architecture style and be ready to create maintainable web applications that save money and time. Whether you're a seasoned developer or a newcomer to the field, "Get Your Hands Dirty on Clean Architecture" will empower you to take your software architecture skills to new heights and build applications that stand the test of time.
Table of Contents (18 chapters)

Organizing Code

Wouldn’t it be nice to recognize the architecture just by looking at the code?

In this chapter, we’ll examine different ways of organizing code and introduce an expressive package structure that directly reflects a Hexagonal Architecture.

In greenfield software projects, the first thing we try to get right is the package structure. We set up a nice-looking structure that we intend to use for the rest of the project. Then, during the project, things become hectic, and we realize that in many places the package structure is just a nice-looking facade for an unstructured mess of code. Classes in one package import classes from other packages that should not be imported.

We’ll discuss different options for structuring the code of the BuckPal example application that was introduced in the Preface. More specifically, we’ll look at the Send money use case, which allows a user to transfer money from their account to another.