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A big ball of mud is a software system that lacks a perceivable architecture. Although undesirable from a software engineering point of view, such systems are common in practice due to business pressures, developer turnover and code entropy. They are a type of design anti-pattern. ==In computer programs== The term was popularized in Brian Foote and Joseph Yoder's 1997 paper of the same name, which defines the term: "Big ball of mud" systems have usually been developed over a long period of time, with different individuals working on various pieces. Systems developed by people with no formal architecture or programming training often create such systems. Another cause of "big ball of mud" software is when managers put pressure on developers and ask them to write the system's code one part at a time and come with incremental micro requirements instead of providing a clear description of the problem to be solved. Foote and Yoder do not universally condemn "big ball of mud" programming, pointing out that this pattern is most prevalent because it works, at least at the moment it is developed. However, such programs can become very difficult to maintain. Programmers in control of a big ball of mud project are strongly encouraged to study it and to understand what it accomplishes, and to use this as a loose basis for a formal set of requirements for a well-designed system that could replace it. Technology shifts, such as client-server to web-based or file-based to database-based, may provide good reasons to start over from scratch. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Big ball of mud」の詳細全文を読む スポンサード リンク
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