Kontakt
Mail: stefan.bente@th-koeln.de
Tel.: +49 2261 8196 6367
Skype: stefan.bente
Discord Server
Adresse:
Steinmüllerallee 4
51643 Gummersbach
Gebäude LC4
Raum 1708
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GP »The Microservice Dungeon 2.0« (GP SS22_09), SS22
FIXME
Begin/End and Scheduling
21.03.2022 - 31.08.2022. Organized as an agile project with sprints every 2 weeks. Workload is 2-3 working days per week, depending on whether it is a project in Master Computer Science or Master Digital Sciences.
Content
Learning Outcome
As a Software developer I can refactor and further develop a complex brownfield microservice architecture, like "The Microservice Dungeon",
by me ...
understanding the way the software landscape works, and where its flaws are, by implementing one part (a Player) as a starting point,
prioritizing new features and refactoring tasks in an agile team process,
specify, implement, test, and run my enhancements,,
participate in Code Fights with my own Player, thus using my own software,,
describe my work, my results, and my reflection in a developer documentation and a team presentation,
so that I can try out how it is to work in a team developing complex software systems with a distributed back and front end.
Agenda
14:00 Sprint review / planning DevOps subteam
14:30 Getting to know each other / Introduction to the project
15:00 Work organisation
15:30 Finalization of Sprint Planning
Important Links
Work Organization
Sprint structure
4 participants in 8CP GPs, 2 in 12CP GPs
see Excel
Project plan
Everyone works on own player
Code Fight
Development phase
Code Fight (2)
Final presentation
Fixed working days
agreed within team
how many?
Presence or online?
Currently, university closed to presence until Apr 19
Better for team work: presence in a common room (if Corona situation allows this)
Discord as messenger
Grading
Will follow soon
Code & architecture quality first
Backlog
DevOps & infrastructure
Provide self-service tools for the teams
Best practice DB solutions - shared DB instance per technology?
version upgrade professionalizatin
local dev env productification
Kubernetes cluster (Jannik / Ollie?)
monitoring infrastructure
full self-service infrastructure
Monolith?
Gameplay - further development
simple & generic? or very specialized?
simplify rules
optimize numbers for trading etc.
Refactor Asynchronous API
Masterarbeit Fabian Weiß (Authorisation / Authentification)
redesign Async API
Refactor inter-service communication (sync => async)
commands chain within core services is now REST-based
should be refactored towards async messages
Generic Player
core features?
how much should the people do themselves, what is provided by player?
health-interface
individual client
Design Pattern Mining
Patterns
Antipattern
Plop conference?
RBAC (Authorization / Authentication)
Dungeon Dashboard
microfrontend-inspired approach
Gamelog integration (Grafana)
layer-based grid (Map, Robot)
Trading
Next meeting and todos