Messaging Pattern
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Messaging Pattern
In software architecture, a messaging pattern is an architectural pattern which describes how two different parts of an application, or different systems connect and communicate with each other. There are many aspects to the concept of messaging which can be divided in the following categories: hardware device messaging (telecommunications, computer networking, IoT, etc) and software data exchange (the different data exchange formats and software capabilities of such data exchange). Despite the difference in the context, both categories exhibit common traits for data exchange. General concepts of the messaging pattern In telecommunications, a message exchange pattern (MEP) describes the pattern of messages required by a communications protocol to establish or use a communication channel. The ''communications protocol'' is the format used to represent the message which all communicating parties agree on (or are capable to process). The ''communication channel'' is the infrastru ...
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Software Architecture
Software architecture is the fundamental structure of a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The ''architecture'' of a software system is a metaphor, analogous to the architecture of a building. It functions as a blueprint for the system and the developing project, which project management can later use to extrapolate the tasks necessary to be executed by the teams and people involved. Software architecture is about making fundamental structural choices that are costly to change once implemented. Software architecture choices include specific structural options from possibilities in the design of the software. For example, the systems that controlled the Space Shuttle launch vehicle had the requirement of being very fast and very reliable. Therefore, an appropriate real-time computing language would need to be chosen. Additiona ...
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Unix Domain Socket
A Unix domain socket aka UDS or IPC socket (inter-process communication socket) is a data communications endpoint for exchanging data between processes executing on the same host operating system. It is also referred to by its address family AF_UNIX. Valid socket types in the UNIX domain are: * SOCK_STREAM (compare to TCP) – for a stream-oriented socket * SOCK_DGRAM (compare to UDP) – for a datagram-oriented socket that preserves message boundaries (as on most UNIX implementations, UNIX domain datagram sockets are always reliable and don't reorder datagrams) * SOCK_SEQPACKET (compare to SCTP) – for a sequenced-packet socket that is connection-oriented, preserves message boundaries, and delivers messages in the order that they were sent The Unix domain socket facility is a standard component of POSIX operating systems. The API for Unix domain sockets is similar to that of an Internet socket, but rather than using an underlying network protocol, all communication occurs ent ...
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Network Protocols
A communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any kind of variation of a physical quantity. The protocol defines the rules, syntax, semantics and synchronization of communication and possible error recovery methods. Protocols may be implemented by hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages. Each message has an exact meaning intended to elicit a response from a range of possible responses pre-determined for that particular situation. The specified behavior is typically independent of how it is to be implemented. Communication protocols have to be agreed upon by the parties involved. To reach an agreement, a protocol may be developed into a technical standard. A programming language describes the same for computations, so there is a close analogy between protocols and programming languages: ''protocols are to co ...
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Distributed Computing Architecture
Architecture is the art and technique of designing and building, as distinguished from the skills associated with construction. It is both the process and the product of sketching, conceiving, planning, designing, and constructing buildings or other structures. The term comes ; ; . Architectural works, in the material form of buildings, are often perceived as cultural symbols and as works of art. Historical civilizations are often identified with their surviving architectural achievements. The practice, which began in the prehistoric era, has been used as a way of expressing culture for civilizations on all seven continents. For this reason, architecture is considered to be a form of art. Texts on architecture have been written since ancient times. The earliest surviving text on architectural theories is the 1st century AD treatise ''De architectura'' by the Roman architect Vitruvius, according to whom a good building embodies , and (durability, utility, and beauty). Ce ...
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Enterprise Integration Patterns
''Enterprise Integration Patterns'' is a book by Gregor Hohpe and Bobby Woolf and describes 65 patterns for the use of enterprise application integration and message-oriented middleware in the form of a pattern language. The integration (messaging) pattern language The pattern language presented in the book consists of 65 patterns structured into 9 categories, which largely follow the flow of a message from one system to the next through channels, routing, and transformations. The book includes an icon-based pattern language, sometimes nicknamed "GregorGrams" after one of the authors. Excerpts from the book (short pattern descriptions) are available on the supporting website (see External links). Integration styles and types The book distinguishes four top-level alternatives for integration: # File Transfer # Shared Database # Remote Procedure Invocation # Messaging The following integration types are introduced: * Information Portal * Data Replication * Shared Business Funct ...
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Distributed Data Flow
Distributed data flow (also abbreviated as ''distributed flow'') refers to a set of events in a distributed application or protocol. Distributed data flows serve a purpose analogous to variables or method parameters in programming languages such as Java, in that they can represent state that is stored or communicated by a layer of software. Unlike variables or parameters, which represent a unit of state that resides in a single location, distributed flows are dynamic and distributed: they simultaneously appear in multiple locations within the network at the same time. As such, distributed flows are a more natural way of modeling the semantics and inner workings of certain classes of distributed systems. In particular, the distributed data flow abstraction has been used as a convenient way of expressing the high-level logical relationships between parts of distributed protocols.Ostrowski, K., Birman, K., Dolev, D., and Sakoda, C. (2009). "Implementing Reliable Event Streams in ...
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Push Technology
Push technology or server push is a style of Internet-based communication where the request for a given transaction is initiated by the publisher or central server. It is contrasted with pull/get, where the request for the transmission of information is initiated by the receiver or client. Push services are often based on information preferences expressed in advance. It is called a publish/subscribe model. A client "subscribes" to various information "channels" provided by a server; whenever new content is available on one of those channels, the server pushes that information out to the client. Push is sometimes emulated with a polling technique, particularly under circumstances where a real push is not possible, such as sites with security policies that reject incoming HTTP/S requests. General use Synchronous conferencing and instant messaging are typical examples of push services. Chat messages and sometimes files are pushed to the user as soon as they are received by the ...
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HATEOAS
Hypermedia as the Engine of Application State (HATEOAS) is a constraint of the REST application architecture that distinguishes it from other network application architectures. With HATEOAS, a client interacts with a network application whose application servers provide information dynamically through hypermedia. A REST client needs little to no prior knowledge about how to interact with an application or server beyond a generic understanding of hypermedia. By contrast, clients and servers in Common Object Request Broker Architecture (CORBA) interact through a fixed interface shared through documentation or an interface description language (IDL). The restrictions imposed by HATEOAS decouple client and server. This enables server functionality to evolve independently. Example A user-agent that implements HTTP makes an HTTP request of a REST API through a simple URL. All subsequent requests the user-agent may make are discovered inside the responses to each request. The me ...
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Microservices
A microservice architecture – a variant of the service-oriented architecture structural style – is an architectural pattern that arranges an application as a collection of loosely-coupled, fine-grained services, communicating through lightweight protocols. One of its goals is that teams can develop and deploy their services independently of others. This is achieved by the reduction of several dependencies in the code base, allowing for developers to evolve their services with limited restrictions from users, and for additional complexity to be hidden from users. As a consequence, organizations are able to develop software with fast growth and size, as well as use off-the-shelf services more easily. Communication requirements are reduced. These benefits come at a cost to maintaining the decoupling. Interfaces need to be designed carefully and treated as a public API. One technique that is used is having multiple interfaces on the same service, or multiple versions of the sam ...
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Fan-out (software)
Fan-out has multiple meanings in software engineering. Message-oriented middleware In message-oriented middleware solutions, fan-out is a messaging pattern used to model an information exchange that implies the delivery (or spreading) of a message to one or multiple destinations possibly in parallel, and not halting the process that executes the messaging to wait for any response to that message. Software design and quality assurance In software construction, the fan-out of a class or method is the number of other classes used by that class or the number of other methods called by that method. Additionally, fan-out has impact on the quality of a software. See also * Middleware * Coupling (computer programming) * Software quality * Software metric In software engineering and development, a software metric is a standard of measure of a degree to which a software system or process possesses some property. Even if a metric is not a measurement (metrics are functions, wh ...
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Publish–subscribe Pattern
In software architecture, publish–subscribe is a messaging pattern where senders of messages, called publishers, do not program the messages to be sent directly to specific receivers, called subscribers, but instead categorize published messages into classes without knowledge of which subscribers, if any, there may be. Similarly, subscribers express interest in one or more classes and only receive messages that are of interest, without knowledge of which publishers, if any, there are. Publish–subscribe is a sibling of the message queue paradigm, and is typically one part of a larger message-oriented middleware system. Most messaging systems support both the pub/sub and message queue models in their API; e.g., Java Message Service (JMS). This pattern provides greater network scalability and a more dynamic network topology, with a resulting decreased flexibility to modify the publisher and the structure of the published data. Message filtering In the publish-subscribe mo ...
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