Everybody just has their little thing

— Kerli


rsync -avz --stats -h --delete source /path/destination



MVC Vs n-tier architecture

N-tier architecture usually has each layer separated by the network. I.E. the presentation layer is on some web servers, then that talks to backend app servers over the network for business logic, then that talks to a database server, again over the network, and maybe the app server also calls out to some remote services (say Authorize.net for payment processing).

MVC is a programming design pattern where different portions of code are responsible for representing the Model, View, and controller in some application. These two things are related because, for instance the Model layer may have an internal implementation that calls a database for storing and retrieving data. The controller may reside on the webserver, and remotely call appservers to retrieve data. MVC abstracts away the details of how the architecture of an app is implemented.

N-tier just refers to the physical structure of an implementation. These two are related because an MVC design is often implemented using an N-tier architecture.

MVC Vs n-tier architecture - Stack Overflow





,  1 note
,  1 note

The Art of Unix Programming

  • Rule of Modularity: Write simple parts connected by clean interfaces.
  • Rule of Clarity: Clarity is better than cleverness.
  • Rule of Composition: Design programs to be connected to other programs.
  • Rule of Separation: Separate policy from mechanism; separate interfaces from engines.
  • Rule of Simplicity: Design for simplicity; add complexity only where you must.
  • Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.
  • Rule of Transparency: Design for visibility to make inspection and debugging easier.
  • Rule of Robustness: Robustness is the child of transparency and simplicity.
  • Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.[6]
  • Rule of Least Surprise: In interface design, always do the least surprising thing.
  • Rule of Silence: When a program has nothing surprising to say, it should say nothing.
  • Rule of Repair: When you must fail, fail noisily and as soon as possible.
  • Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.
  • Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.
  • Rule of OptimizationPrototype before polishing. Get it working before you optimize it.
  • Rule of Diversity: Distrust all claims for “one true way”.
  • Rule of Extensibility: Design for the future, because it will be here sooner than you think.

Page 1 of 13