Integration – The Blockchain 'Killer Usecase' – Part I

Benedikt Herudek

Benedikt Herudek

There is an interesting feature of the Bitcoin protocol that doesn't receive the attention we should attribute to it. Bitcoin is able to integrate and have endpoints (in Bitcoin terminology 'wallets' and 'miners') seamlessly talk to each other in a large and dynamic network. Anyone can easily setup a wallet and within minutes will be able to interact with other members of the network. That cannot be taken for granted. Take a typical Enterprise for example at a Telecommunications company. Within their enterprise network you will find a large amounts of disparate sometimes small, often large Application like CRM, Billing which need to talk to each other, for example to exchange customer sales orders. Making these application talk to each other is a huge problem: Check the top X lists why large IT projects fail, you will find Application Integration issues. Search for Enterprise Service Bus or Middleware and you will see names of the largest software vendors on the. Consider Internet of Things and its growing demand to integrate protocols of different devices and you will get a sense of the magnitude of the problem and the size of the opportunity. This paper will try to show, where Bitcoin and the underlying Blockchain and Consenus Technology offer a different approach to integrating members of a network. We will show how the Bitcoin Blockchain manages to integrates members of a large dynamic network via enforcing not only one set of common data but also one language only to communicate. Trying to adapt to the situation in enterprises with multiple disparate Applications, we will suggest a version of Bitcoins 'proof of work' consensus mechanism to translate messages from different Applications into each other without reverting to a trusted middle man. In the last part, we will discuss, how one can describe...


Know the Difference: Reusability vs. Reuse – Part II

Mario Mesaglio

Mario Mesaglio

This is the second part of a two-part article series. The first part is published at Know the Difference: Reusability vs. Reuse – Part I. In this final chapter, some different approaches on how to promote reuse from a reusable solution will be presented. The scenarios taken as support for these approaches will be of the most generic nature, so to increase their applicability and understandability. John Doe is sitting in a room with a huge desk in front of him and a pen sitting on top. A second person comes into the room and asks John: "Can you sign me this document here?" John takes the pen, signs the document and hands the paper to them. One hour later, a third person asks for John to sign a different document. After revision, John complies. John starts playing with the desk drawers and finds the personal seal given to him by his boss when he took the job so that he could sign corporative papers with ease. He smirks and leaves it visible on the desk. With this in mind, a powerful question arises: This, in turn, entails the following considerations: Did he know it was there? Could he have used it? Should he have used it? Would he have used it? All these considerations relate to the basic and fundamental steps to drive the actual reuse from reusable solutions, and they should be considered in the same order they were presented. Next, each of these considerations will be explained, adding reasons for its validity, examples, problems entailed by them. Finally, fundamental approaches to answering the problems will be proposed. "...He smirks and leaves it visible on the desk..." Before arguing if it's good, bad, possible or impossible to use something, it must be determined if it exists, where and how...


The Rapid Development of Solutions using XP – Part II

Tahere Jahangiri, Amid Khatibi Bardsiri

Tahere Jahangiri

Amid Khatibi Bardsiri

This is the second part of a two-part article series. The first part is published at The Rapid Development of Solutions using XP – Part I. This work presents a proposal of using XP for service development in an SOA environment. For this purpose, in this section we go through each SOA principle and present how each XP practice can be used to support that SOA principle. Afterwards, we analyze the SOA complexities and how the XP practices can be used to tackle them. Our goal is to define the guidelines and best practices for creating an effective Service Agile Development approach. In the following subsections, we present how SOA principles can be supported by XP. All stakeholders, including customers, service providers, service consumers and brokers, should understand the Metaphor that will guide the development and the Planning Game. To understand the metaphor, propose to perform several meetings (planning games) among multiple teams. Contracts should be simply designed in order to find the simplest solution. Simple contracts allow providers and consumers to work in parallel. This increases testability and makes it easier to develop or consume the service. Once the general understanding of the services and corresponding contracts is established, every Pair of Programmers should follow Coding Standards to implement the services. An On-Site Customer yields rapid feedback to define contracts and take decisions. Multiple stakeholders should be aware of the Metaphor that guides the creation of a contract. They are creators and reviewers of contracts aiming for an optimal coupling level between the provided service and consumption. Simple Design favors loosely coupled services and collective ownership, resulting in self-contained services. Service Testing provides instant feedback, making simpler the refactoring of a service code or contract. Pair Programming implies that programmers, working also as reviewers, aim at a contract and implementation...


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About the Editor

Thomas Erl Thomas Erl is a best-selling service technology author and the Series Editor of the Prentice Hall Service Technology Series from Thomas Erl with over 175,000 copies in print worldwide.