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4.7 Rating 50 Questions 25 mins read16 Readers

There are a number of technical skills that are necessary for a successful software architect.
Microservices architecture is an approach to developing a software application as a set of small, independent services that communicate with each other using well-defined APIs. This type of architecture is in contrast to the more traditional monolithic approach, where the entire application is built as a single, self-contained unit.
There are many benefits to using a microservices approach, including the ability to develop and deploy individual services independently, improved scalability and performance, and greater fault tolerance. However, microservices can also be more complex to manage than a monolithic application and require careful design to ensure that the various services can communicate effectively.
A cluster is a set of interconnected hardware components that are used together to achieve a particular computing objective. From a software architect perspective, clusters are all about combining servers and workloads in such a way that they all contribute towards the goal of creating an effective and efficient infrastructure for an organization.
Clusters generally consist of multiple physical or virtual machines that are bound together, so that the resources of each can be utilized to reap maximum benefit from available hardware. When setting up a cluster, properly configuring settings like network topology, load-balancing policies and overall capacity planning become imperative.
Clustering is an important tool for software architects, as it allows for organizing data sets, making them easier to digest, search and utilize. By breaking up complex datasets into smaller ones stored on different servers or clusters, computing power can be harnessed more efficiently so that even the most demanding tasks can be done quickly and accurately.
Clustering also offers a number of other benefits, such as increased security and scalability, reduced hardware costs and enhanced redundancy in the event of system failure. In short, clustering is essential for many applications and can provide the extra level of performance needed to get the job done with speed and accuracy.
Domain driven design (DDD) is an application development methodology that seeks to use the language of the customer/end-user to manage complexity in software architecture. It encourages teams of developers, engineers, and domain experts to analyze requirements, capture customer/end-user pain points, and create applications that meet their needs. DDD promotes an active collaboration between technical and non-technical stakeholders, streamlining the decision-making process and creating models from the ground up that are easier for customers/end-users to understand.
At its core, DDD focuses on building clean codebases with a strong focus on delivering end user solutions that are extensible and maintainable over time. When employers ask about DDD during interviews, they generally want to gain a better understanding of how well a candidate can think through systems at high abstraction as well as knowledge around scalability using agile software development principles such as SOLID principles.
Cache stampede is a situation where multiple processes or threads are trying to access the same data in a cache, resulting in thrashing and performance degradation.
There are several factors that can lead to cache stampede, including:
To avoid cache stampede, it is important to ensure that data is coherent across all caches, and that there is no contention for resources. Invalidation should also be avoided if possible. In cases where it is necessary, care should be taken to ensure that only the minimum amount of data is invalidated.
Cohesion is a measure of how well the elements of a software module work together. A highly cohesive module is one in which the elements are tightly coupled, or related, to each other. In other words, they work together well. A low-cohesion module, on the other hand, is one in which the elements are loosely coupled, or unrelated, to each other. This can lead to problems because the elements may not work together as well as they should.
There are several factors that can contribute to cohesion, including functionality, data organization, and control structure. Functionality is probably the most important factor. A highly cohesive module is one that performs a single, well-defined task. For example, a module that calculates payroll taxes would be considered highly cohesive because it has a very specific function. On the other hand, a module that contains a collection of unrelated functions would be considered low-cohesive because it lacks a clear purpose.
Data organization is also important for cohesion. A highly cohesive module is typically organized around a single data object or entity. For example, a module that stores customer information would be considered highly cohesive because all of the data in the module is related to customers. A low-cohesive module, on the other hand, would be one in which the data is organized in an arbitrary or illogical manner. This can make it difficult to understand and use the data properly.
Finally, control structure can also affect cohesion. A highly cohesive module typically has a simple control structure with few branching points. This makes it easy to follow the flow of execution through the code. A low-cohesive module, on the other hand, may have a complex control structure with many branching points. This can make the code difficult to understand and maintain.
In computing, a deadlock is a state in which two or more competing actions are awaiting each other's completion, and neither can proceed. A livelock is similar to a deadlock, except that the states of the competing actions are altered so that they are no longer blocking each other. Despite the similar names, a deadlock is not the same thing as a livelock.
In general, a deadlock occurs when there is a circular wait: process A is waiting for process B to release a resource (e.g., a lock), while process B is waiting for process A to release a different resource. If both processes are blocked indefinitely (i.e., they will never again try to acquire new resources), then the system is said to be in a deadlock. Note that it is possible for there to be more than two processes involved in a deadlock; the same basic principle applies.
A livelock, on the other hand, happens when multiple processes are each trying unsuccessfully to acquire resources that are currently held by other members of the set. Unlike with deadlocks, however, the actions of the various processes are not blocking each other; rather, they are repeatedly taking turns holding and then releasing resources, such that no real progress is ever made. In essence, each process keeps doing work that Undoes the work done by another process in the set.
One example of a situation where livelock might occur is if multiple threads were all trying to increment the same variable at roughly the same time. Each thread would read the current value of the variable, add one to it, and then write back the incremented value; however, because multiple threads were doing this simultaneously, it could happen that one thread would read the variable just after another had incremented it but before writing back its new value. As a result, both threads would end up writing back the same value (the original value plus one). This sort of thing could theoretically go on forever without any of the threads making any tangible progress.
Fortunately, livelocks are relatively uncommon in practice; however, they can still happen under certain conditions (e.g., if mutual exclusion is not properly implemented). Deadlocks, on the other hand, are much more common and can often be difficult to debug and fix because they usually involve complex interactions between multiple threads or processes. For this reason, it is important for software developers to be aware of both problems and how to prevent them from occurring in their programs.
As a software architect, performance testing is an important part of making sure the software you develop runs smoothly and efficiently. Performance testing allows you to measure how well your code is running against various metrics such as load time, response time and throughput.
SOLID stands for five basic principles of object-oriented programming and design. The acronym was first used by Robert C. Martin in his 2000 paper Design Principles and Design Patterns. The five principles are Single Responsibility Principle (SRP), Open/Closed Principle (OCP), Liskov Substitution Principle (LSP), Interface Segregation Principle (ISP), and Dependency Inversion Principle (DIP). These principles help software architects create better code that is easier to understand, maintain, and extend.
The Single Responsibility Principle states that every class should be responsible for one thing only, or in other words, it should have only one reason to change. This helps prevent code from becoming overly complicated or hard to read while also making it easier to debug any issues that may arise. By limiting the scope of a class, developers can create more modular code that can easily be reused in different contexts.
The Open/Closed Principle states that classes should be open for extension but closed for modification. This allows developers to extend the functionality of their code without needing to make changes to existing classes or functions. It also helps ensure code stability since new features can be added without breaking existing ones.
The Liskov Substitution principle states that any parent class should be able to be substituted with any child class without affecting the correctness of the program. This principle helps ensure that objects behave as expected when they are passed around between different parts of an application or library.
The Interface Segregation Principle states that interfaces should not be too generic but instead should provide specific interfaces tailored to each client’s needs. This allows developers to create interfaces that are focused on specific tasks while still providing enough flexibility so they can easily be adapted if needed in the future.
The Dependency Inversion principle states that high-level modules should not depend on low-level modules but rather both should depend on abstractions instead. This helps ensure loose coupling between components which makes them easier to test, maintain, and reuse across multiple projects or applications.