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List Of Software Architecture Styles And Patterns
Software Architecture Pattern refers to a reusable, proven solution to a recurring problem at the system level, addressing concerns related to the overall structure, component interactions, and quality attributes of the system. Software architecture patterns operate at a higher level of abstraction than software design patterns, solving broader system-level challenges. While these patterns typically affect system-level concerns, the distinction between architectural patterns and architectural styles can sometimes be blurry. Examples include Circuit Breaker. Software Architecture Style refers to a high-level structural organization that defines the overall system organization, specifying how components are organized, how they interact, and the constraints on those interactions. Architecture styles typically include a vocabulary of component and connector types, as well as semantic models for interpreting the system's properties. These styles represent the most coarse-grained level o ...
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Software Design Pattern
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are no ...
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Blackboard (design Pattern)
In software engineering, the blackboard pattern is a behavioral design pattern that provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies. This pattern was identified by the members of the Hearsay-II project and first applied to speech recognition. Structure The blackboard model defines three main components: * blackboard—a structured global memory containing objects from the solution space * knowledge sources—specialized modules with their own representation * control component—selects, configures and executes modules. Implementation The first step is to design the solution space (i.e. potential solutions) that leads to the blackboard structure. Then, knowledge sources are identified. These two activities are closely related. The next step is to specify the control component; it generally takes the form of a complex scheduler that m ...
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Bandwidth Throttling
Bandwidth throttling consists in the limitation of the communication speed (bytes or kilobytes per second), of the ingoing (received) or outgoing (sent) data in a network node or in a network device such as computers and mobile phones. The data speed and rendering may be limited depending on various parameters and conditions. Bandwidth throttling should be done along with rate limiting pattern to minimize the number of throttling errors. Overview Limiting the speed of data sent by a data originator (a client computer or a server computer) is much more efficient than limiting the speed in an intermediate network device between client and server because while in the first case usually no network packets are lost, in the second case network packets can be lost / discarded whenever ingoing data speed overcomes the bandwidth limit or the capacity of device and data packets cannot be temporarily stored in a buffer queue (because it is full or it does not exist); the usage of ...
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Strangler Fig Pattern
In programming, the strangler fig pattern or strangler pattern is an architectural pattern that involves wrapping old code, with the intent of redirecting it to newer code or to log uses of the old code. Coined by Martin Fowler, its name derives from the strangler fig plant, which tends to grow on trees and eventually kill them. It has also been called Ship of Theseus pattern, named after a philosophical paradox. The pattern can be used at the method level or the class level. Rewrites One use of this pattern is during software rewrites. Code can be divided into many small sections, wrapped with the strangler fig pattern, then that section of old code can be swapped out with new code before moving on to the next section. This is less risky and more incremental than swapping out the entire piece of software. The strangler fig pattern can be used on monolithic applications to migrate them to a microservices architecture. Logging Another use of this pattern is the addition of ...
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Request–response
In computer science, request–response or request–reply is one of the basic methods computers use to communicate with each other in a network, in which the first computer sends a ''request'' for some data and the second ''responds'' to the request. More specifically, it is a message exchange pattern in which a requestor sends a request message to a replier system, which receives and processes the request, ultimately returning a message in response. It is analogous to a telephone call, in which the caller must wait for the recipient to pick up before anything can be discussed. This is a simple but powerful messaging pattern which allows two applications to have a two-way conversation with one another over a channel; it is especially common in client–server architectures.Hohpe, Gregor. ''Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions''. . p. 184 Request–response pattern can be implemented synchronously (such as web service calls o ...
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Rate Limiting
In computer networks, rate limiting is used to control the rate of requests sent or received by a network interface controller. It can be used to prevent DoS attacks and limit web scraping. Research indicates flooding rates for one zombie machine are in excess of 20 HTTP GET requests per second, legitimate rates much less. Rate limiting should be used along with throttling pattern to minimize the number of throttling errors. Hardware appliances Hardware appliances can limit the rate of requests on layer 4 or 5 of the OSI model. Rate limiting can be induced by the network protocol stack of the sender due to a received ECN-marked packet and also by the network scheduler of any router along the way. While a hardware appliance can limit the rate for a given range of IP-addresses on layer 4, it risks blocking a network with many users which are masked by NAT with a single IP address of an ISP. Deep packet inspection can be used to filter on the session layer but will eff ...
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Publish–subscribe Pattern
In software architecture, the publish–subscribe pattern (pub/sub) is a messaging pattern in which message senders, called publishers, categorize messages into classes (or ''topics''), and send them without needing to know which components will receive them. Message recipients, called subscribers, express interest in one or more classes and only receive messages in those classes, without needing to know the identity of the publishers. This pattern decouples the components that produce messages from those that consume them, and supports asynchronous, many-to-many communication. The publish–subscribe model is commonly contrasted with message queue-based and point-to-point messaging models, where producers send messages directly to consumers. Publish–subscribe is a sibling of the message queue paradigm, and is typically a component of larger message-oriented middleware systems. Many modern messaging frameworks and protocols, such as the Java Message Service (JMS), Apac ...
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Model–view–controller
Model–view–controller (MVC) is a software architectural pattern commonly used for developing user interfaces that divides the related program logic into three interconnected elements. These elements are: * the model, the internal representations of information * the view, the interface that presents information to and accepts it from the user * the controller, the software linking the two. Traditionally used for desktop graphical user interfaces (GUIs), this pattern became popular for designing web applications. Popular programming languages have MVC frameworks that facilitate the implementation of the pattern. __TOC__ History One of the seminal insights in the early development of graphical user interfaces, MVC became one of the first approaches to describe and implement software constructs in terms of their responsibilities. Trygve Reenskaug created MVC while working on Smalltalk-79 as a visiting scientist at the Xerox Palo Alto Research Center (PARC) in the late 1970 ...
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Client–server Model
The client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may be on the same device. A server host runs one or more server programs, which share their resources with clients. A client usually does not share its computing resources, but it requests content or service from a server and may share its own content as part of the request. Clients, therefore, initiate communication sessions with servers, which await incoming requests. Examples of computer applications that use the client–server model are email, network printing, and the World Wide Web. Client and server role The server component provides a function or service to one or many clients, which initiate requests for such services. Servers are classified by the servic ...
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Batch Processing
Computerized batch processing is a method of running software programs called jobs in batches automatically. While users are required to submit the jobs, no other interaction by the user is required to process the batch. Batches may automatically be run at scheduled times as well as being run contingent on the availability of computer resources. History The term "batch processing" originates in the traditional classification of methods of production as job production (one-off production), batch production (production of a "batch" of multiple items at once, one stage at a time), and flow production (mass production, all stages in process at once). Early history Early computers were capable of running only one program at a time. Each user had sole control of the machine for a scheduled period of time. They would arrive at the computer with program and data, often on punched paper cards and magnetic or paper tape, and would load their program, run and debug it, and carry off thei ...
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Circuit Breaker Design Pattern
The Circuit Breaker is a Design pattern (computer science), design pattern commonly used in software development to improve system resilience and fault tolerance. Circuit breaker pattern can prevent cascading failures particularly in Distributed computing, distributed systems. In distributed systems, the Circuit Breaker pattern can be used to monitor service health and can detect failures dynamically. Unlike Timeout (computing), timeout-based methods, which can lead to delayed error responses or the premature failure of healthy requests, the Circuit Breaker pattern can proactively identify unresponsive services and can prevent repeated attempts. This approach can enhance the user experience. The circuit breaker pattern can be used in conjunction with other patterns, such as retry, fallback, and timeout, to enhance fault tolerance in systems. Challenges According to Marc Brooker, circuit breakers can misinterpret a partial failure as total system failure and inadvertently bring d ...
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Inbox And Outbox Pattern
{{Orphan, date=April 2023 The inbox pattern and outbox pattern are two related patterns used by applications to persist data (usually in a database) to be used for operations with guaranteed delivery. The inbox and outbox concepts are used in the ActivityPub protocol and in email. The inbox pattern The application receives data which it persists to an inbox table in a database. Once the data has been persisted another application, process or service can read from the inbox table and use the data to perform an operation which it can retry upon failure until completion, the operation may take a long time to complete. The inbox pattern ensures that a message was received (e.g. to a queue) successfully at least once. The outbox pattern The application persists data to an outbox table in a database. Once the data has been persisted another application or process can read from the outbox table and use that data to perform an operation which it can retry upon failure until comple ...
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