Glossaries
Many definitions have multiple words defining the same name for the concepts, this glossary sections helps create a common language for the design patterns.
Here is the content reformatted into a table for a glossary:
Term | Definition | Usage |
---|---|---|
Delta events | Small events that add to previous events, i.e., similar to time since last changed in game development. | Used in ECST |
Fat events | A self-contained event that includes most, if not all, information. | Used in ECST |
Idempotent | A function is said to be idempotent if multiple calls with the same information never change the outcome. It is similar to stateless in application development. | Used in ECST |
Exactly-once delivery | A message pattern that ensures that the consumer(group) only gets the message once, regardless of restarts, etc. | Used in ECST |
PII | Personally identifiable information is any information connected to a specific individual that can be used to uncover that individual's identity, such as their social security number, full name, email address, or phone number. | Used in ECST |
Eventual consistency | When we build distributed systems, there are times that state is distributed across our architecture (e.g., when we favour availability over consistency, e.g., services have a copy of the data they are consuming vs requesting it from another service). This means data across your architecture in theory will be eventually consistent and at times the state will be inconsistent (as data is replicated across your architecture). | Used in ECST |
Data lake | A data lake is a centralized repository designed to store, process, and secure large amounts of structured, semi-structured, and unstructured data. It can store data in its native format and process any variety of it, ignoring size limits. | Used in event source |
Data warehouse | See Data lake above. | See Data lake above. |