Designing for Communication

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Designing for Communication

  • Communication means transferring information from somewhere to somewhere else.
  • It can be broadly categories into two:
    • Synchronous Communication
      • When two parties communicating at the same time. Where one party send the information, second party process that information and first party waits for the response from the second party.
      • Client thread is blocked during request.
      • Easy to use.
    • Asynchronous Communication
      • When sender sends the information and doesn’t wait for instant reply, the transmission of data is not continuous and steady.
      • Client thread is not blocked during request.
      • Complex to use.
  • Consider using asynchronous communication to increase the responsiveness, availability and scalability of your application.
  • Consider using message-based communication when crossing physical or process boundaries; and object-based communication when in process (when crossing only logical boundaries).
  • Identify patterns required in communication, common are:
    • One Way, Two Way, or Duplex
    • Unicast, Anycast, or Multicast
    • Push or Pull
    • Publisher/Subscriber
  • Identify an appropriate transport protocol, such as HTTP for Internet communication and TCP for intranet communication.
  • Ensure that you protect messages and sensitive data during communication by using encryption, digital certificates, and channel security features.
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