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3.COMPONENTS
Designing systems and applications to maximize reuse by dividing
functionality into useful components that hide complexity behind an
interface.
4.LIBRARIES
Packages of reusable components designed to be reused.
5.SERVICES
Services reuse both the code and the operational aspects of a
technology. For example, one team can operate a market data service
for a bank as opposed to having 50 systems and applications that
connect to market data feeds.
6.PLATFORMS & FRAMEWORKS
Environments for developing functionality that may include a large
number of APIs offered as libraries or services.
7.CUT & PASTE
It is common for developers to copy code with which they are
familiar and change it to be something new.
8.FORKING
Officially taking the code and changing it to be something new by
creating a fork in a version control system.