Talks

The architecture of a client application

October 20, 11:55
Room III

The speech will be useful for colleagues who are engaged in the development of client applications for Windows and other operation systems. The speaker proposes to begin designing a software system not from building a domain model and not from identifying classes, but from dividing the projected application into system layers. In contrast to the standard three-layer architecture, the application is divided into 5 layers. The purpose of these layers and approaches to the classes identification on each of them is described. The proposed methodology is used in the development of internal tools used in the game development process of Larian Studios.

Kirill Lebedev

Development Manager, Social Quantum

Programmer C++/C#. 21 years of work in commercial software development. He participated in the development of such games as FIFA Street, NHL 14, FIFA World Cup 14, FIFA 15, Divinity Original Sin: Enhanced Edition, Divinity Original Sin 2.

Sponsors & Partners

Sponsors

Gold

JetBrainsFirst Line Software

Silver

Dell EMCDINSVeeam Software

Embedded

Auriga

Sponsors

I.T. GroupT-SystemsUnited Frontal System Program

Individual

Andrey Terekhov

Partners

Main partners

AP KITRUSSOFT

In cooperation

Association for Computing MachineryACM Special Interest Group on Software Engineering

Technical partners

CUSTISSoftInvent7pap StudioHosting-CenterGroup MPrezentPrint SalonDPI.Solutions

With support of

RAEC

Organizers

Software Russiai-Help