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1 team supporting multiple services is not great, but a monolith with more than 50 developers working on it (no matter how you split your teams) isn't great eit
by eloisant 1y ago
1 team supporting multiple services is not great, but a monolith with more than 50 developers working on it (no matter how you split your teams) isn't great either.
That's why I don't like the term "microservice", as it suggests each service should be very small. I don't think it's the case.
You can have a distributed system of multiple services of a decent size.
I know "services of a decent size" isn't as catchy as "go for one huge monolith!" or "microservices!" but that's the sensible way to approach things.
- monero-xmr 1y agoWe solve the problem of 50 devs working in a single monolith with folder and file structure, separation of concerns, basic stuff like this
- mjr00 1y agoFolder and file structure and separation of concerns doesn't change the fact that if you have one deployable artifact, it's all sharing the same runtime when deployed. Which means the underlying versions of Java/Go/Python/etc, or core shared libraries, all need to be updated at the same time. All the code is far more coupled than it first seems.
- monero-xmr 1y agoAll of that is so much easier with a single monorepo
- mjr00 1y agoMonorepo is orthogonal to services though. You can have a monorepo with multiple services in it. Even with a monorepo, you will hit a point where you have 1, 10, 100 million lines of e.g. Python, realize you should upgrade from 3.8 to 3.14 because it's EOL, and feel a lot of pain as you have to do a big-bang, all-at-once change, fixing every single breaking change, including from libraries which you also have to update. There's no way around this in current mainstream languages.
- roguecoder 1y agoThat is not really an issue I've had with Java, but I would absolutely agree that Python is wildly unsuited as a production backend language. I don't think it's much better if you have to spend a year and a half updating 400+ different repos, though. It's much easier to use an operationalized language that knows backwards compatibility matters.
- mjr00 1y agoI was at AWS RDS when they upgraded the shared control plane code from Java 7 to 8. IIRC it was about 6 months for 5-10 developers more or less full-time. Absolutely massive timesink. The move to separate services happened shortly after that. > I don't think it's much better if you have to spend a year and a half updating 400+ different repos, though. There's two things going for separate services (which may or may not be separate repos; remember a single repo can have multiple services): 1. You can do it piecemeal. 90% of your services will be 15-minute changes: update versions in a few files, let automated tests run, it's good to go. The 10% that have deeper compatibility issues can be addressed separately without holding back the rest. You can't separate this if you have a single deployable artifact. 2. Complexity is superlinear with respect to lines of code. Upgrading a single 1mLOC service isn't 10x harder than updating ten 100kLOC services, it's more like 20, 30x harder. Obviously this is hard to measure, but there's a reason these massive legacy codebases get stuck on ancient versions of dependencies. (And a reason companies pay out the ass for Oracle's extended Java 8 support, which they still offer.)
- roguecoder 1y agoPart of the problem is that many current programmers came up through functional programming or framework-based development. Microservices are often the first time they encountered modular programming or encapsulation, and so they equate "literally any architecture" with "microservices". I've worked on monoliths with 400+ developers that were great, but it takes skills that people who have only ever worked in orgs that mandate microservice just don't have.
- djtango 1y agoCould you elaborate on how functional programming relates to people's relationship with Microservices?
- roguecoder 1y agoSure! Functional programming precludes encapsulation, so it doesn't scale indefinitely the way fractal paradigms can. Eventually, the complexity becomes overwhelming. One effective solution to that is introducing microservices: programmers can still write entirely functional code, but have encapsulation in the form of services. They have to be micro, though, because conventionally-sized services are still big enough to strain the paradigm. But I see junior engineers who aren't expected to think about the "architecture", by which they mean the modular design. They are handed a spec and they implement it, Mythical Man Month style. That treats organizing lines of code and organizing services as two completely-distinct activities, and depending on the company junior engineers are often not exposed to modular design until five or ten years into their careers.
- wild_egg 1y ago> Functional programming precludes encapsulation Since when? Maybe we have different definitions of "encapsulation" but this clause seems nonsensical to me. FP is huge on encapsulation
- antonvs 1y agoYou’re suffering from a misunderstanding there. Functional programming is all about encapsulation, starting at the individual function boundary (closures can encapsulate state) and then at every layer above that. Functional languages have some of the most rigorous module systems available. In fact Java adopted such a system recently, showing the weaknesses in its previous support for encapsulation via classes and packages.
- bunderbunder 1y agoThis is really what it comes down to right here. The real challenge is Conway's Law. Both the software architecture and the org chart need to be designed with Conway's Law in mind. If that hasn't happened then deciding between microservices and monolith is ultimately just deciding how you will be punished for your mistake.
- roguecoder 1y agoPeople misunderstanding Conway's Law is a big part of the problem for sure. The law says nothing about team boundaries: it talks about communication pathways. The paranoid socialist in me thinks big companies like team-sized microservices because it lets them prevent workers from talking to each other without completely ruling out producing running software. When companies instead encourage forums for communication across team boundaries, it unlocks completely different architectural patterns.
- bunderbunder 1y agoIf team boundaries aren't a major influence on your communication pathways, what on earth do you even mean by "team"?
- roguecoder 1y agoThe most common alternative to organizing teams by service boundaries is to organize teams around the business problems to be solved. That is a lot easier to budget for than trying to staff by microservice boundary, doesn't have the coordination and planning overhead, and it means you aren't reliant on up-front planning to get to a functional solution or design. In high-uncertainty greenfield development, Explore projects or Lean Startup-style experimentation, having developer be close to the users they are serving is very efficient. It also lets those companies reteam frequently, without needing to change the software to match the new team boundaries, which is very helpful when growing the team.
- dec0dedab0de 1y agoDon't know why you're downvoted, but this is the way. Even if you're using micro services, it's usually best to have them in the same repo organized into different directories. No matter how many people you have, you really should minimize working on the same files concurrently. This is trivial with most languages
- bcrosby95 1y agoI call them nanoservices.
- jamesfinlayson 1y agoWe joked about a microservice at a previous job in the same way - the frontend guys didn't want to include a dependency for generating a random ID so the microservice guy decided to build yet another microservice that did nothing but return random IDs.
- elktown 1y ago> but a monolith with more than 50 developers working on it (no matter how you split your teams) isn't great either. Why can the game industry etc somehow manage this fine, but the only place where it's actually possible to adapt this kind of artificial separation over the network, it's somehow impossible not do it beyond an even lower number of devs than for a large game? Suggests confirmation bias to me. The main problem with microservices is that it's preemptive, split whatever you want when it makes sense after-the-fact, but to intentionally split everything up before-the-fact is madness.
- pixl97 1y agoHow many of those game developers are actually art and asset developers? How many times have AAA releases been total crap? How many times have games been delayed by months or years? How many times have games left off features like local LAN play, and instead implemented a 'microservice' as a service for online play? How many times have the console manufactures said "Yea, actually you have the option of running a client server architecture with as many services you want?"
- elktown 1y agoTalk about an axe to grind. Are you really implying that AAA releases being bad might be due to not having microservices as a method?
- pixl97 1y agoNo. I'm saying there is no real correlation to the quality of microservices and the quality of monorepos in games and the amount of work required to build each one as a quality software object. Comparing a game to almost any other piece of software, especially web based software, is how you end up with broken abstractions and bad analogies.
- elktown 1y agoThe point is that it's clearly not a major issue to have large teams working on the same monolithic codebase, the problems are just solved differently or are just vastly overstated in the first place.
- const_cast 1y agoI work on a monolith with ~1500 developers and it works pretty great. The secret is that you're able to break a monolith apart, just like you can with microservices. You have APIs and modules of the monolith are responsible for their own thing. APIs are your contracts, just like in a microservice architecture. The difference is that you can check if APIs are broken at compile time. In addition, you can view the API right in your IDE. In addition, your API isn't returning wishy-washy json with a half-assed OpenAPI spec - it's returning real types in a full-featured type system. And, cherry on top - you don't have to communicate over the network. Oh my god, you don't realize how many bugs and thousands of hours are wasted just working around that until you no longer have to. It's an immediate productivity boost. But the best part is probably deployments. It's just so, so much more straightforward with one codebase.