COMP28112 The Integration Game

83
COMP28112 The Integration Game Lecture 17

description

COMP28112 The Integration Game. Lecture 17. Architecture Matters!. Technology independent. Which house would you live in?. Service is the idea that links requestor and provider. Semantic descriptions are needed to ensure that the requestor gets the “right” service. - PowerPoint PPT Presentation

Transcript of COMP28112 The Integration Game

Page 1: COMP28112 The Integration Game

COMP28112The Integration Game

Lecture 17

Page 2: COMP28112 The Integration Game

Architecture Matters!

Which house would you live in?

Technology independent

Page 3: COMP28112 The Integration Game

Service is the idea that links requestor and provider

Semantic descriptions are needed to ensure that the requestor gets the “right” service.

Page 4: COMP28112 The Integration Game

Service Oriented Architecture (SOA)

Principles for building systems meeting the requirements:

Reliable, fault-tolerant, responsive, scalable and secure

Interoperate across computing platforms and administrative domains

Page 5: COMP28112 The Integration Game

Service

A service is a collection of code and data that stands alone

The ONLY way in and out of a service is via messages

Services are durable and survive crashes

Page 6: COMP28112 The Integration Game

What follows are known as the four tenets of SOA

Page 7: COMP28112 The Integration Game

Service Boundaries are Explicit

No ambiguity as to where a piece of code and data resides

It is explicit if a piece of code is inside or outside a service

E.g. Internet banking - the code and data live inside the banking service

Page 8: COMP28112 The Integration Game

Services are Autonomous

Services are developed and managed independently

A service can be re-written without impacting other services

With some constraints

Page 9: COMP28112 The Integration Game

Services Share Schema and Contracts

Schema defines the messages a service can send and receive

Contract defines permissible message sequences

Services do not share implementations

Independent of computing platform or languages

Page 10: COMP28112 The Integration Game

Service Compatibility is Based on Policy

Defines the rules for using a service

E.g. security policy specifies who can use the service

Introduces the idea of roles into distributed computing

Question of whether services are organised into an overall Virtual Organisation or are accessed over an open network or market.

Page 11: COMP28112 The Integration Game

More Complex Services

Purchase of goods or resource

Get a quote, make a reservation, make changes, make payment, cancel ticket

Book 100 hours and 500 Gbytes of storage on a computing cloud

• All these messages are related to a particular order

Need an unique identifier to correlate the messages

Page 12: COMP28112 The Integration Game

Service Schema

Defines the message schema for

Quote request

Quote

Purchase order

Invoice

...

Page 13: COMP28112 The Integration Game

Service Contract

Defines the causal relationship between the messages - e.g.

Quote request before quote

Specifies if quote is optional or mandatory

Co-relation identifier to link the messages in a conversation

Send QuoteReqSend QuoteReq

Rec QuoteRec Quote

Send POSend PO

Rec PO AckRec PO Ack

Page 14: COMP28112 The Integration Game

Putting It All Together

Page 15: COMP28112 The Integration Game

Transactions Inside a Service

•Begin_Transaction

•Get message from the in queue

•Process message

•Put message on the out queue

•Commit

Crash

CrashCrash

Crash

Page 16: COMP28112 The Integration Game

Transactions Across Queuing system and Database

Two-phase commit between the queuing system and the database

Short duration and within the same trust domain

Page 17: COMP28112 The Integration Game

Services Share Schema

Incoming message

Service transforms the message from the “shared schema” to its internal schema

Outgoing message

Service transforms from its internal schema to the “shared schema”

Page 18: COMP28112 The Integration Game

Shared Schema Between Every Pair of Services

N x (N-1) number of transformations

12 services => 132

transformations

Page 19: COMP28112 The Integration Game

The Need for Standards

2N number of transformations

12 services => 24 transformations

Page 20: COMP28112 The Integration Game

Which one is simpler?

Not a scalable Solution

Page 21: COMP28112 The Integration Game

Schema Mapping Problems

There are difficulties in mapping a service’s internal schema to another schema

Unfortunately, it can be very difficult and at times impossible to achieve

Page 22: COMP28112 The Integration Game

Name Conflicts

Same concept but different names

Same name but different concepts

One price includes VAT and the other does not

<slot_id> 3 </slot_id><price> 45.10 </price>

<slot> 3 </slot><price> 53 </price>

Page 23: COMP28112 The Integration Game

Structural Mismatches

Structure of the information is different

<address> 303 Deansgate Manchester M3 4LQ United

Kingdom </address>

<address> <street> 303 Deansgate

</street><city> Manchester </city><postcode> M3 4LQ

</postcode><country> United Kingdom

</country></address>

Page 24: COMP28112 The Integration Game

Different Representation

Student Marks(0 - 100)

Student MarksHD (85 - 100)

D (70 - 84)C (60 - 69)P (45 - 59)F (0 - 44)

Student MarksHD (90 - 100)

D (75 - 89)C (65 - 74)P (50 - 64)F (0 - 49)

Page 25: COMP28112 The Integration Game

Ontologies and semantics

• If we can say what the information “means” we can have some hope of reconciling different syntax for the “same” thing.

• This is known as a semantic description of the data.

• Ontologies are tools used to capture the “meaning” of data or services.

• An ontology is the representation of a set of concepts within a domain and it allows reasoning about those concepts, e.g. to assert equivalence.

Page 26: COMP28112 The Integration Game

Agreement on a standard is HARD!

But often not for technological reasons

Each service, for economical reasons, will want to reduce the costs of writing code to transform their data to and from the standard

Sometimes it is extremely hard or impossible to transform the data

Page 27: COMP28112 The Integration Game

Standards

Standards will evolve slowly

Driven by large organisations such as TESCO, ... or

Mandated by government or

By a community

Slow, painful and expensive process

Page 28: COMP28112 The Integration Game

Message-Oriented Middleware (MOM)

Plumbing for shipping messages between the services

SOA is all about using messages to connect services

Asynchronous and non-blocking message passing

Sender application sends and does not wait for a response - similar to sending emails

Recipient may or may not be actively processing incoming messages when the message is sent

Page 29: COMP28112 The Integration Game

Point-to-Point messaging

Sender specifies a recipient

Message is delivered to ONE recipient

Page 30: COMP28112 The Integration Game

MOM supports Three Types of Delivery Modes

At most once

At least once

Exactly once

Page 31: COMP28112 The Integration Game

At Most Once (Best Effort)

MOM sends and forgets

Most appropriate when it is not essential that the message is delivered

E.g. live cricket and football scores, stock prices, ...

MOM does not need to write to stable storage

Message may be lost due to failures

Page 32: COMP28112 The Integration Game

At Least Once

Sender sends a message

Recipient will “eventually” receive at least one copy of the message

Survives network and service failures

Used when a message must be received and application receiving the message can cope with duplicates

Page 33: COMP28112 The Integration Game

At Least Once

If the recipient does not acknowledge within a time-out, sender resends the message

Repeat until sender receives an acknowledgment

Safe to resend

Safe for recipient to deliver a duplicate to the application

Require the sender and receiver to write to stable storage to survive crashes

Page 34: COMP28112 The Integration Game

Application Processing a Message

At least once delivery - duplicates can be received

Determine if this message is a duplicate

If not then process the message; otherwise ignore the message

Don’t need to worry about duplicates if it is a “read” request

e.g. get bank balance

Duplicates will not cause inconsistencies

Page 35: COMP28112 The Integration Game

Exactly Once

Recipient is guaranteed that it will “eventually” receive exactly one copy of the message

Application processing the message “knows” that it has never processed this message before and a duplicate will never be delivered

Makes it easier to write the application

Page 36: COMP28112 The Integration Game

Exactly once

Uses a variant of 2PC to ensure exactly once delivery

Requires the sender and receiver to write to stable storage

Message must be received and recipient can’t cope with duplicates

Send

er

Send

er

Rece

iver

Rece

iver

Page 37: COMP28112 The Integration Game

In-Order Delivery

Messages are delivered to the receiving application in the same order as they were sent by the sending application

Page 38: COMP28112 The Integration Game

Throughput

From greatest to least

At most once

At least once

Exactly once

Page 39: COMP28112 The Integration Game

Publish Subscribe

Sender publishes (sends) a message on a topic rather than a destination

Subscriber subscribe to topics

Similar to the idea of mailing lists

Page 40: COMP28112 The Integration Game

Topics

Topics are organised in a hierarchy

Subscriber will receive all messages published on the subscribed topic and its sub-topics

Page 41: COMP28112 The Integration Game

Delivery Modes

Identical to point to point

At most once

At least once

Exactly once

In-order delivery

Page 42: COMP28112 The Integration Game

Messaging Technologies

IBM WebSphere MQ (formerly MQSeries)

MSMQ

SQLServer

Native support for queues

ActiveMQ (open source)

TIBCO Rendevouz

...

Page 43: COMP28112 The Integration Game

The Need for Interoperability

Services must be able to exchange messages

Remember, services do not share implementation

Services should be free to choose the MOM of their choice

Page 44: COMP28112 The Integration Game

Unfortunately

MOMs from different vendors don’t interoperate

All applications must use THE SAME MOM implementation

Violates service autonomy

Page 45: COMP28112 The Integration Game

Emerging Standards

Web Services Reliable Messaging (WS-Reliable Messaging)

Advanced Message Queuing Protocol (AMQP) - a message queuing protocol by JP Morgan Chase & Co, Red Hat, ...

Page 46: COMP28112 The Integration Game

SOA/Messaging

It WORKS and has worked for many centuries

Initially, paper based systems

Architecture for EAI (enterprise application integration) and B2B (business to business) integration

Towards the paperless world

Follows the KISS principle

Keep It Simple Stupid

Page 47: COMP28112 The Integration Game

SOAP

Page 48: COMP28112 The Integration Game

Before SOAP came XML-RPC…

• XML-RPC is a web services protocol that implements remote procedure calls over HTTP.

• Pre-dates SOAP, was based on a early version of the SOAP specification.

• XML-RPC a uses simple XML application to express function calls (requests) and returned values (responses) between clients and servers.

• For more on XML-RPC see http://www.xmlrpc.com

Page 49: COMP28112 The Integration Game

SOAP

• Simple Object Access Protocol?

• or

• Service Orientated Access Protocol?

• “Originally the acronym stood for Simple Object Access Protocol, but that name is now considered to be outdated, so it no longer stands for anything” (OGSA Glossary)

• “SOAP provides a simple lightweight mechanism for exchanging structured and typed information between peers in a decentralized, distributed environment using XML” (Microsoft)

Page 50: COMP28112 The Integration Game

SOAP Structure

Envelope

Header

Body

Message Pay Load

Page 51: COMP28112 The Integration Game

SOAP structure

• Envelope – contains the entire SOAP message

• Header – (optional) contains an header information – we

• will see this used later.

• Body – contains the application pay load.

• Message Payload – the part of the message that is intended for the application.

Page 52: COMP28112 The Integration Game

Sample SOAP

•<SOAP-ENV:Envelope

• xmlns:SOAP-ENV=“http://schema.xmlsoap.org/soap/envelope/”

• xmlns:SOAP-ENC=“http://schema.xmlsoap.org/soap/encoding/”

• SOAP-ENV:encodingStyle=“http://schema.xmlsoap.org/soap/encoding”>

• <SOAP-ENV:Body>

• <getHostname/>

• </SOAP-ENV:Body>

•</SOAP-ENV:Envelope>

• Invokes the “getHostname” operation on the Web service.

Page 53: COMP28112 The Integration Game

Response

•<SOAP-ENV:Envelope

•xmlns:SOAP-ENV=“http://schemas.xmlsoap.org/soap/envelope”

•xmlns:xsd=“http://www.w3.org/2001/XMLSchema”

•xmlns:xsi=“http://www.w3.org/2001/XMLSchema-instance”

•SOAP-ENV:encodingStyle=“http://schemas.xmlsoap.org/soap/encoding/”>

• <SOAP-ENV:Body>

• <getHostnameResponse>

• <getHostnameReturn xsi:type=“xsd:string”>

• foobar.man.ac.uk

• </getHostnameReturn>

• </getHostnameResponse>

• </SOAP-ENV:Body>

•</SOAP-ENV:Envelope>

Page 54: COMP28112 The Integration Game

SOAP Faults

• The Envelope element may contain a Fault element.

• <soap:Fault>

• <faultcode>12</faultcode>

• <faultstring>no such host</faultstring>

• </soap:Fault>

Page 55: COMP28112 The Integration Game

Faults

• The Fault element can have the following

• faultcode

• Allows the service to pass an error code to the client

• faultstring

• Allows the service to provide an error message

• faultactor

• Where did the error originate

• detail

• Specific detail about the error

Page 56: COMP28112 The Integration Game

RPC Style

•RPC – Remote Procedure Call, similar to making a function call.

•e.g. int add( int value1, int value2 )

•<body>

• <add>

• <value1 xsd:type=“int”>10</value1>

• <value2 xsd:type=“int”>5</value2>

• </add>

•</body>

Page 57: COMP28112 The Integration Game

Document Style

• Rather than the service providing remote functions - we can think about exchanging messages with a service.

• <MathsOperation>

• <Operation name=“ADD”>

• <Arg>5</Arg>

• <Arg>10</Arg>

• </Operation>

• </MathsOperation>

Page 58: COMP28112 The Integration Game

SOAP References

• SOAP specification - http://www.w3.org/TR/soap/

• The SOAP envelope namespace: http://schemas.xmlsoap.org/soap/envelope/

• The SOAP encoding namespace: http://schemas.xmlsoap.org/soap/encoding/

• RPC v Document Style

• http://www-106.ibm.com/developerworks/webservices/library/ws-whichwsdl/

• “A Critique of the Remote Procedure Call Paradigm” by Tanenbaum & Van Renesse EUTECO’88.

• OGSA Glossary - https://forge.gridforum.org/projects/ogsa-wg

Page 59: COMP28112 The Integration Game

Summary IService-oriented architectures

Simple set of design principles for building applications that is technology independent

The use of messages to connect services

A service is a collection of code and data and the only way in and out of a service is through “messages”

Four tenets of SOA

Boundaries are explicit

Services are autonomous

Services share schema and contracts and not implementation

Service compatibility is based on policy

Page 60: COMP28112 The Integration Game

Summary II

Message-Oriented Middleware

Provides the infrastructure for SOA

Semantic descriptions, can promote service discovery, matching and interoperability.

Messaging

At most once, at least once and exactly once delivery

Point-to-point and publish/subscribe

Transactions across queuing system and database

The need for standard schemas and MOM interoperability

Page 61: COMP28112 The Integration Game

Engineering Internet Scale Distributed Systems

Page 62: COMP28112 The Integration Game

Requirements

• High availability

• Responsive

• Scalable

• Reliable and fault-tolerant

• Maintains data consistency in the presence of failures and concurrency

Page 63: COMP28112 The Integration Game

How should these systems be designed?

Page 64: COMP28112 The Integration Game

Architectural Styles

• Define guiding principles for engineering systems

• Technology independent

• SOA is an architectural style based on messaging, idempotent operations, immutable messages, ...

• Are there others for building Internet-scale distributed systems?

• Can we learn from systems that work?

Page 65: COMP28112 The Integration Game

The Web

• Has many of the key characteristics that we want

• High availability, scalable, responsive, ...

• What can we learn from the success of the Web in building distributed systems?

• What is the architectural style behind the Web?

• Focus of the rest of this lecture is the study of the architectural style behind the Web

Page 66: COMP28112 The Integration Game

Remember, architecture Matters!

Building built using few architectural constraints

Building built using many architectural

constraints

Page 67: COMP28112 The Integration Game

The architectural style behind the Web is REST - REpresentational State Transfer

Page 68: COMP28112 The Integration Game

REST

• Term coined by Roy Fielding in his PhD thesis to describe an architectural style for networked (distributed) systems

• Course web site provide links to his thesis and other REST material

• REST is described in Chapter 5 of the thesis

Page 69: COMP28112 The Integration Game

Why is it called REST?

• Key abstraction in REST is “resources”

• A resource can be anything that can be named

• Comp28112 course is a resource, everyone in the lecture is a resource ...

• A resource can have a number of representations

• The HTML page at https://www.cs.manchester.ac.uk/ugt/2010/COMP28112/ is a HTML representation of this course

• A resource can have links to other resources

Page 70: COMP28112 The Integration Game

REST

• Provides the image of a network of linked representation of resources

• Each “representation” provides information about the “state” of the resource

• Client navigate through the resources via links

• Each link “transfers” the client to the representation (state) of another resource

• So we have “REpresentational State Transfer” - REST

Page 71: COMP28112 The Integration Game

Implementation of REST

• The idea is to make use of the existing technology, URL,XML,HTTP,SMTP etc. to build Web services.

• For example HTTP supports these “verbs”:

• HEAD (get the Meta data about the resource)

• POST (create a resource)

• GET (get the state of the resource)

• PUT (modify the state of the resource)

• DELETE (destroy the resource)

Page 72: COMP28112 The Integration Game

REST

• REST is independent of any middleware

• J2EE, .NET, CORBA, Web Services....

• HTTP follows the REST principles

• That is, HTTP follows many of the principles prescribed by REST

Page 73: COMP28112 The Integration Game

HTTP and REST

• URLs identify resources

• E.g. http://manchester.ac.uk identifies the resource “University of Manchester” while https://www.cs.manchester.ac.uk/ugt/COMP28112/ identifies this course

• Opaque and exposes no details of the implementation

• Only representations are exposed

Page 74: COMP28112 The Integration Game

Representations of Resources

• A resource can have multiple representations

• e.g. HTML, XML, JPEG, ...

• Client specifies in the http “accept” header the representation it wants to receive

• HTML, XML, JPEG, ...

Page 75: COMP28112 The Integration Game

Uniform Interface

• Resources have the same interface

• Simplifies the overall architecture

• in HTTP, every resource has the same methods

• GET - retrieves a representation

• POST - creates a new resource

• PUT - updates an existing resource

• DELETE - deletes a resource

Page 76: COMP28112 The Integration Game

Stateless Interactions

• Each request contains all the information necessary for the server to understand the request independent of any request that has preceded it

• No context is stored on the server

• Should avoid the use of cookies

Page 77: COMP28112 The Integration Game

Benefits of Statelessness

• Reliability

• Easy to manage server failures

• Scalability

• Easy to add a new server to process messages

Page 78: COMP28112 The Integration Game

Resources

• State of resources are stored in databases shared by the servers

• Databases are good at storing data

• Reliable, fast, fault-tolerant, manage concurrency, ....

Page 79: COMP28112 The Integration Game

Cacheable

• Message should label whether a message is cacheable

• Reuse of data

• Improves efficiency, scalability and perceived performance by reducing the average latency

• Increases the probability of reading out-of-date (stale) data

Page 80: COMP28112 The Integration Game

Cacheable - Server Side

• Server should specify if a message is “cacheable” when responding to a client request

• Specifies how long one can keep a “cache” copy

• HTTP Cache Control header

• Public - response may be cached

• Private - may not be cached and reused

• ...

Page 81: COMP28112 The Integration Game

Cacheable - Client Side

• Clients are given the right to use cached data

• Benefits - response time, scalability, eliminate certain interactions, ...

• Trade-off - data is out-of-date

Page 82: COMP28112 The Integration Game

Interoperability

• Key is standardisation

• Http provides the interoperability needed to communicate across computing platforms and programming languages

• Server and client applications can be written in many languages (Java, C#, Perl, C, Ruby, ....)

• HTTP Servers

• Apache, Microsoft IIS, ...

Page 83: COMP28112 The Integration Game

Summary

• REST is an architectural style

• Defines a set of constraints for building internet scale distributed applications

• Key abstraction is “resource”

• Key constraints

• Anything that can be named can be a resource, URLs identify resources and uniform interface

• Simple and elegant