date | tags | |
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2021-01-30T16:00 |
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Common argument for designing the architecture differently for software vs hardware, such as using [[functional-decomposition]] which is rarely ever used in hardware architectures design procedures, is:
Software is different than hardware. It's software, i.e. it's easy to change so we don't have to be as careful when designing it.
That's the misconception though.
The "building a house" analogy is so easy to work with, so let's continue with that topic.
In software, we don't have those limit factors that physics usually puts on us. You can paint the walls before you actually built them.
Principle of the [[allure-of-the-free-lunch]] still applies here, as well as all the other design principles that engineers such as mechanical engineers have to consider.
There's a huge freedom with software to be able to rip out dependency with such a lower cost than ripping out a sink from a kitchen. Though this is still not an argument for relying on these hotswapping capabilities.
With fewer limits comes greater responsabilties. More stuff that can go wrong.
If we apply the invalid techniques used today to build software, namely [[functional-decomposition]], then we can notice some somewhat amusing yet extreme results:
[[z:zettels?tag=programming/designing+hardware+as+if+it+was+software]]#
- J. Löwy (January 27, 2021), "Righting Software - System Design" [Workshop], NDC London 2021.