Dependency Injection with Unity

Total Page:16

File Type:pdf, Size:1020Kb

Dependency Injection with Unity D EPEN DEPENDENCY INJECTION WITH UNITY Over the years software systems have evolutionarily become more and more patterns & practices D ENCY complex. One of the techniques for dealing with this inherent complexity Proven practices for predictable results of software systems is dependency injection – a design pattern that I allows the removal of hard-coded dependencies and makes it possible to Save time and reduce risk on your NJECT assemble a service by changing dependencies easily, whether at run-time software development projects by or compile-time. It promotes code reuse and loosely-coupled design which incorporating patterns & practices, I leads to more easily maintainable and flexible code. Microsoft’s applied engineering ON guidance that includes both production The guide you are holding in your hands is a primer on using dependency quality source code and documentation. W I injection with Unity – a lightweight extensible dependency injection TH DEPENDENCY INJECTION container built by the Microsoft patterns & practices team. It covers The guidance is designed to help U software development teams: various styles of dependency injection and also additional capabilities N I of Unity container, such as object lifetime management, interception, Make critical design and technology TY and registration by convention. It also discusses the advanced topics of selection decisions by highlighting WITH UNITY enhancing Unity with your custom extensions. the appropriate solution architectures, technologies, and Microsoft products The guide contains plenty of trade-off discussions and tips and tricks for for common scenarios managing your application cross-cutting concerns and making the most out of both dependency injection and Unity. These are accompanied by a Understand the most important Dominic Betts real world example that will help you master the techniques. Keep in mind concepts needed for success by that Unity can be used in a wide range of application types such as desktop, explaining the relevant patterns and Grigori Melnik web, services, and cloud. We encourage you to experiment with the sample prescribing the important practices Fernando Simonazzi code and think beyond the scenarios discussed in the guide. Get started with a proven code base Mani Subramanian In addition, the guide includes the Tales from the Trenches – a collection of by providing thoroughly tested case studies that offer a different perspective through the eyes of developers software and source that embodies Microsoft’s recommendations working on the real world projects and sharing their experiences. These Foreword by Chris Tavares chapters make clear the range of scenarios in which you can use Unity, and The patterns & practices team consists also highlight its ease of use and flexibility. of experienced architects, developers, Whether you are a seasoned developer or just starting your development writers, and testers. We work openly journey, we hope this guide will be worth your time studying it. We hope you with the developer community and discover that Unity container adds significant benefits to your applications industry experts, on every project, to ensure that some of the best minds in and helps you to achieve the goals of maintainability, testability, flexibility, the industry have contributed to and and extensibility in your own projects. Happy coding! reviewed the guidance as it is being developed. I’m thrilled to see this book published. For the first time, there’s one place you can look for both the concepts of DI and how to apply those We also love our role as the bridge concepts using the Unity container. between the real world needs of our customers and the wide range of Read the book, embrace the concepts, and enjoy the world of loosely products and technologies that coupled, highly cohesive software that DI makes so easy to build! Microsoft provides. Chris Tavares Microsoft Senior Software Development Engineer and co-creator • • • • • • of Unity • • • • • • • • • • • • • • • For more information explore: • • • • • microsoft.com/practices msdn.com/unity Software Architecture and Software Development Dependency Injection with Unity Dependency Injection with Unity Dominic Betts Grigori Melnik Fernando Simonazzi Mani Subramanian Foreword by Chris Tavares ISBN: 978-1-62114-028-3 This document is provided “as-is”. Information and views expressed in this document, including URL and other Internet Web site references, may change without notice. Some examples depicted herein are provided for illustration only and are fictitious. No real association or connection is intended or should be inferred. This document does not provide you with any legal rights to any intellectual property in any Microsoft product. You may copy and use this document for your internal, reference purposes. © 2013 Microsoft. All rights reserved. Microsoft, Visual Basic, Visual Studio, Windows, and Windows Server are trademarks of the Microsoft group of companies. All other trademarks are property of their respective owners. Contents Foreword ix Preface xi About This Guide xi Who This Book Is For xii What Do You Need to Get Started? xii Who’s Who xii Motivations 1 Maintainability 1 Chapter 1: Introduction 1 Testability 2 Flexibility and Extensibility 2 Late Binding 2 Parallel Development 3 Crosscutting Concerns 3 Loose Coupling 3 A Simple Example 3 When Should You Use a Loosely Coupled Design? 7 Principles of Object-Oriented Design 8 Single Responsibility Principle 8 The Open/Closed Principle 8 The Liskov Substitution Principle 8 Interface Segregation Principle 9 Dependency Inversion Principle 9 Summary 10 More Information 10 v vi Chapter 2: Dependency Injection 11 Introduction 11 Factories, Service Locators, and Dependency Injection 11 Factory Patterns 11 The Factory Method Pattern 11 Simple Factory Pattern 13 Abstract Factory Pattern 14 Service Locator Pattern 14 Dependency Injection 15 Object Composition 17 Object Lifetime 17 Types of Injection 18 Property Setter Injection 18 Method Call Injection 19 When You Shouldn’t Use Dependency Injection 19 Summary 20 More Information 20 Chapter 3: Dependency Injection with Unity 21 Introduction 21 The Dependency Injection Lifecycle: Register, Resolve, Dispose 21 Register 22 Resolve 22 Dispose 23 Registering and Resolving in your Code 23 Adding Unity to Your Application 23 A Real-World Example 24 Type Registrations in the Example 26 Instance Registration 26 Simple Type Registration 27 Constructor Injection 27 Registering Open Generics 28 Parameter Overrides 29 Resolving Types in the Example 29 Simple Resolve 29 Resolving in an MVC Application 30 Using the Per Request Lifetime Manager in MVC and WebAPI Application 30 Resolving with Run Time Information 31 Registration 32 Named Type Registrations 32 Design-Time Configuration 33 Registration by Convention 34 Registration by Convention and Generic Types 38 Using Child Containers 38 Viewing Registration Information 39 vii Resolving 41 Resolving in an ASP.NET Web Application 41 Resolving in a WCF Service 43 Using the UnityServiceHost Class with a Self-hosted Service 46 Using the UnityServiceHost Class with Service Hosted in IIS or WAS 47 Automatic Factories 47 Deferred Resolution 50 Lifetime Management 51 Hierarchical Lifetime Management 52 Per Resolve Lifetime Management 53 Externally Controlled Lifetime Management 55 Per Request Lifetime Management 55 Per Thread Lifetime Management 56 Dependency Injection and Unit Testing 56 Summary 58 More Information 58 Chapter 4: Interception 59 Introduction 59 Crosscutting Concerns 59 The Decorator Pattern 60 Using Unity to Wire Up Decorator Chains 63 Aspect Oriented Programming 63 Interception 64 Instance Interception 64 Type Interception 65 Summary 66 More Information 66 Chapter 5: Interception using Unity 67 Introduction 67 Crosscutting Concerns and Enterprise Library 67 Interceptors in Unity 67 Configuring the Unity Container to Support Interception 68 Defining an Interceptor 68 Registering an Interceptor 71 Using an Interceptor 72 Alternative Interception Techniques 73 Instance Interception/Type Interception 73 Using the TransparentProxyInterceptor Type 73 Using the VirtualMethodInterceptor Type 74 Using a Behavior to Add an Interface to an Existing Class 76 Interception Without the Unity Container 77 Design Time Configuration 78 Policy Injection 79 Policy Injection and Attributes 83 Policy Injection and the Enterprise Library Blocks 85 A Real World Example 87 Summary 89 More Information 89 viii Chapter 6: Extending Unity 91 Introduction 91 Creating Custom Lifetime Managers 91 Lifetime Managers and Resolved Objects 92 Extending the SynchronizedLifetimeManager Type 92 Extending the LifetimeManager Type 95 Extending the Unity Container 96 Without the Event Broker Container Extension 96 With the Event Broker Extension 97 Implementing the Simple Event Broker 98 Implementing the Container Extension 100 Discovering the Publishers and Subscribers 101 Wiring Up the Publishers and Subscribers 103 Summary 104 More Information 104 Summary 105 Tales from the Trenches: Using Unity 107 Tales from the Trenches: One User’s Story —Customizing Unity 111 More Information 115 Tales from the Trenches: Using Unity in a Windows Store app 116 AdventureWorks Shopper 116 References 117 More Information 117 Appendix A: Unity and Windows Store apps 119 The UnityServiceLocator Class 119 Unity Design-time Configuration 119 Unity Interception 119 More Information 119 Index 121 Foreword The set of ideas that later congealed into the Unity container were originally conceived
Recommended publications
  • Design Patterns Promote Reuse
    Design Patterns Promote Reuse “A pattern describes a problem that occurs often, along with a tried solution to the problem” - Christopher Alexander, 1977 • Christopher Alexander’s 253 (civil) architectural patterns range from the creation of cities (2. distribution of towns) to particular building problems (232. roof cap) • A pattern language is an organized way of tackling an architectural problem using patterns Kinds of Patterns in Software • Architectural (“macroscale”) patterns • Model-view-controller • Pipe & Filter (e.g. compiler, Unix pipeline) • Event-based (e.g. interactive game) • Layering (e.g. SaaS technology stack) • Computation patterns • Fast Fourier transform • Structured & unstructured grids • Dense linear algebra • Sparse linear algebra • GoF (Gang of Four) Patterns: structural, creational, behavior The Gang of Four (GoF) • 23 structural design patterns • description of communicating objects & classes • captures common (and successful) solution to a category of related problem instances • can be customized to solve a specific (new) problem in that category • Pattern ≠ • individual classes or libraries (list, hash, ...) • full design—more like a blueprint for a design The GoF Pattern Zoo 1. Factory 13. Observer 14. Mediator 2. Abstract factory 15. Chain of responsibility 3. Builder Creation 16. Command 4. Prototype 17. Interpreter 18. Iterator 5. Singleton/Null obj 19. Memento (memoization) 6. Adapter Behavioral 20. State 21. Strategy 7. Composite 22. Template 8. Proxy 23. Visitor Structural 9. Bridge 10. Flyweight 11.
    [Show full text]
  • Ioc Containers in Spring
    301AA - Advanced Programming Lecturer: Andrea Corradini [email protected] http://pages.di.unipi.it/corradini/ AP-2018-11: Frameworks and Inversion of Control Frameworks and Inversion of Control • Recap: JavaBeans as Components • Frameworks, Component Frameworks and their features • Frameworks vs IDEs • Inversion of Control and Containers • Frameworks vs Libraries • Decoupling Components • Dependency Injection • IoC Containers in Spring 2 Components: a recap A software component is a unit of composition with contractually specified interfaces and explicit context dependencies only. A software component can be deployed independently and is subject to composition by third party. Clemens Szyperski, ECOOP 1996 • Examples: Java Beans, CLR Assemblies • Contractually specified interfaces: events, methods and properties • Explicit context dependencies: serializable, constructor with no argument • Subject to composition: connection to other beans – Using connection oriented programming (event source and listeners/delegates) 3 Towards Component Frameworks • Software Framework: A collection of common code providing generic functionality that can be selectively overridden or specialized by user code providing specific functionality • Application Framework: A software framework used to implement the standard structure of an application for a specific development environment. • Examples: – GUI Frameworks – Web Frameworks – Concurrency Frameworks 4 Examples of Frameworks Web Application Frameworks GUI Toolkits 5 Examples: General Software Frameworks – .NET – Windows platform. Provides language interoperability – Android SDK – Supports development of apps in Java (but does not use a JVM!) – Cocoa – Apple’s native OO API for macOS. Includes C standard library and the Objective-C runtime. – Eclipse – Cross-platform, easily extensible IDE with plugins 6 Examples: GUI Frameworks • Frameworks for Application with GUI – MFC - Microsoft Foundation Class Library.
    [Show full text]
  • Design Pattern Interview Questions
    DDEESSIIGGNN PPAATTTTEERRNN -- IINNTTEERRVVIIEEWW QQUUEESSTTIIOONNSS http://www.tutorialspoint.com/design_pattern/design_pattern_interview_questions.htm Copyright © tutorialspoint.com Dear readers, these Design Pattern Interview Questions have been designed specially to get you acquainted with the nature of questions you may encounter during your interview for the subject of Design Pattern. As per my experience good interviewers hardly plan to ask any particular question during your interview, normally questions start with some basic concept of the subject and later they continue based on further discussion and what you answer: What are Design Patterns? Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. What is Gang of Four GOF? In 1994, four authors Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides published a book titled Design Patterns - Elements of Reusable Object-Oriented Software which initiated the concept of Design Pattern in Software development. These authors are collectively known as Gang of Four GOF. Name types of Design Patterns? Design patterns can be classified in three categories: Creational, Structural and Behavioral patterns. Creational Patterns - These design patterns provide a way to create objects while hiding the creation logic, rather than instantiating objects directly using new opreator. This gives program more flexibility in deciding which objects need to be created for a given use case. Structural Patterns - These design patterns concern class and object composition. Concept of inheritance is used to compose interfaces and define ways to compose objects to obtain new functionalities.
    [Show full text]
  • Dependency Injection in Unity3d
    Dependency Injection in Unity3D Niko Parviainen Bachelor’s thesis March 2017 Technology, communication and transport Degree Programme in Software Engineering Description Author(s) Type of publication Date Parviainen, Niko Bachelor’s thesis March 2017 Language of publication: English Number of pages Permission for web publi- 57 cation: x Title of publication Dependency Injection in Unity3D Degree programme Degree Programme in Software Engineering Supervisor(s) Rantala, Ari Hämäläinen, Raija Assigned by Psyon Games Oy Abstract The objective was to find out how software design patterns and principles are applied to game development to achieve modular design. The tasks of the research were to identify the dependency management problem of a modular design, find out what the solutions offered by Unity3D are, find out what the dependency injection pattern is and how it is used in Unity3D environment. Dependency management in Unity3D and the dependency injection pattern were studied. Problems created by Unity3D’s solutions were introduced with examples. Dependency in- jection pattern was introduced with examples and demonstrated by implementing an ex- ample game using one of the available third-party frameworks. The aim of the example game was to clarify if the use of dependency injection brings modularity in Unity3D envi- ronment and what the cost of using it is. The principles of SOLID were introduced with generic examples and used to assist depend- ency injection to further increase the modularity by bringing the focus on class design. Dependency injection with the help of SOLID principles increased the modularity by loosely coupling classes even though slightly increasing the overall complexity of the architecture.
    [Show full text]
  • Facet: a Pattern for Dynamic Interfaces
    Facet: A pattern for dynamic interfaces Author: Eric Crahen SUNY at Buffalo CSE Department Amherst, NY 14260 201 Bell Hall 716-645-3180 <[email protected]> Context: Wherever it is desirable to create a context sensitive interface in order to modify or control the apparent behavior if an object. Problem: How can I modify the behavior of an existing object so that different behaviors are shown under different circumstances; and yet still maintain a clean separation between the policy (when each behavior is available) and implementation of each behavior allowing them to be developed independently of one another? Forces: Interfaces provide an essential level of abstraction to object oriented programming. Generally, objects are able define aspects of their function very well using interfaces. At times, this may not be enough. When dealing with two or more classes whose responsibilities are distinctly separate, but whose behavior is closely related, classes can begin to resist modularization. For example, adding security to an application means inserting code that performs security checks into numerous locations in existing classes. Clearly, these responsibilities are distinct; the original classes being responsible for the tasks they were designed to perform, and the security classes being responsible for providing access control. However, making those original classes secure means intermingling code that deals with security. When the classes dealing with security are changed many classes are going to be impacted. One method of adding new behavior to an existing class might be to simply create a subclass and embed that new behavior. In the security example, this would mean creating a subclass for each class that needs to be secure and adding calls to the security code.
    [Show full text]
  • Designpatternsphp Documentation Release 1.0
    DesignPatternsPHP Documentation Release 1.0 Dominik Liebler and contributors Jul 18, 2021 Contents 1 Patterns 3 1.1 Creational................................................3 1.1.1 Abstract Factory........................................3 1.1.2 Builder.............................................8 1.1.3 Factory Method......................................... 13 1.1.4 Pool............................................... 18 1.1.5 Prototype............................................ 21 1.1.6 Simple Factory......................................... 24 1.1.7 Singleton............................................ 26 1.1.8 Static Factory.......................................... 28 1.2 Structural................................................. 30 1.2.1 Adapter / Wrapper....................................... 31 1.2.2 Bridge.............................................. 35 1.2.3 Composite............................................ 39 1.2.4 Data Mapper.......................................... 42 1.2.5 Decorator............................................ 46 1.2.6 Dependency Injection...................................... 50 1.2.7 Facade.............................................. 53 1.2.8 Fluent Interface......................................... 56 1.2.9 Flyweight............................................ 59 1.2.10 Proxy.............................................. 62 1.2.11 Registry............................................. 66 1.3 Behavioral................................................ 69 1.3.1 Chain Of Responsibilities...................................
    [Show full text]
  • JAVA CONCURRENCY ONLINE TRAINING – Java2aspire
    JAVA CONCURRENCY, JAVA PROFILING, THREAD POOLING, JAVA 8 Features, MAVEN and DESIGN PATTERNS ONLINE TRAINING By K.Ramesh Curriculum THREAD POOLING Day 01: Executor Framework 20 min Day 01: Java Profiling 10 min Day 01: Executor 10 min Day 01: ExecutorService 10 min Day 01: Executors 15 min Day 02: ThreadPoolExecutor 20 min Day 02: BlockingQueue 10 min Day 02: Callable vs Runnable 15 min Day 02: Future 15 min JAVA CONCURRENCY Day 03: ConcurrentHashMap 30 min Day 03: Producer Consumer 30 min Day 04: CountDownLatch 20 min Day 04: CyclicBarrier 20 min Day 04: Deadlock Condition 20 min Day 05: Race Condition 30 min Day 05: Semaphore 30 min JAVA 8 FEATURES Day 06: Lambda Expressions 40 min Day 06: Functional Interfaces 10 min Day 06: Functional Programming 10 min Day 07: Method References 10 min Day 07: Default Methods 40 min Day 07: Optional 10 min Day 08: Stream API 1 hour MAVEN Day 09: Project Object Model (POM) 20 min Day 09: Project Description 10 min Day 09: Public Repository 10 min Day 09: Dependency Management 10 min Day 09: Build Configuration 10 min Day 10: Installation 15 min Day 10: Dependency Scope 15 min Day 10: Proprietary Dependencies 15 min Day 10: Project Inheritance 15 min Day 11: Maven life cycle 20 min Day 11: Maven Directory Structure 20 min Day 11: Archetypes 20 min Day 12: Applications 1 hour DESIGN PATTERNS Day 13: Factory Pattern 20 min Day 13: Abstract Factory Pattern 10 min Day 13: Single Pattern 20 min Day 13: Prototype Pattern 10 min Day 14: Composite Pattern 10 min Day 14: Facade Pattern 15 min Day 14: DAO
    [Show full text]
  • Design Patterns in Ocaml
    Design Patterns in OCaml Antonio Vicente [email protected] Earl Wagner [email protected] Abstract The GOF Design Patterns book is an important piece of any professional programmer's library. These patterns are generally considered to be an indication of good design and development practices. By giving an implementation of these patterns in OCaml we expected to better understand the importance of OCaml's advanced language features and provide other developers with an implementation of these familiar concepts in order to reduce the effort required to learn this language. As in the case of Smalltalk and Scheme+GLOS, OCaml's higher order features allows for simple elegant implementation of some of the patterns while others were much harder due to the OCaml's restrictive type system. 1 Contents 1 Background and Motivation 3 2 Results and Evaluation 3 3 Lessons Learned and Conclusions 4 4 Creational Patterns 5 4.1 Abstract Factory . 5 4.2 Builder . 6 4.3 Factory Method . 6 4.4 Prototype . 7 4.5 Singleton . 8 5 Structural Patterns 8 5.1 Adapter . 8 5.2 Bridge . 8 5.3 Composite . 8 5.4 Decorator . 9 5.5 Facade . 10 5.6 Flyweight . 10 5.7 Proxy . 10 6 Behavior Patterns 11 6.1 Chain of Responsibility . 11 6.2 Command . 12 6.3 Interpreter . 13 6.4 Iterator . 13 6.5 Mediator . 13 6.6 Memento . 13 6.7 Observer . 13 6.8 State . 14 6.9 Strategy . 15 6.10 Template Method . 15 6.11 Visitor . 15 7 References 18 2 1 Background and Motivation Throughout this course we have seen many examples of methodologies and tools that can be used to reduce the burden of working in a software project.
    [Show full text]
  • HEDGEHOG: Automatic Verification of Design Patterns in Java
    HEDGEHOG: Automatic Verification of Design Patterns in Java Alex Blewitt I V N E R U S E I T H Y T O H F G E R D I N B U Doctor of Philosophy School of Informatics University of Edinburgh 2006 Abstract Design patterns are widely used by designers and developers for building complex systems in object-oriented programming languages such as Java. However, systems evolve over time, increasing the chance that the pattern in its original form will be broken. To verify that a design pattern has not been broken involves specifying the original intent of the design pattern. Whilst informal descriptions of patterns exist, no formal specifications are available due to differences in implementations between programming languages. This thesis shows that many patterns (implemented in Java) can be verified automatically. Patterns are defined in terms of variants, mini-patterns, and artefacts in a pattern description language called SPINE. These specifications are then processed by HEDGEHOG, an automated proof tool that attempts to prove that Java source code meets these specifications. iii Acknowledgements I am indebted to Alan Bundy who has given me the freedom to work on this thesis whilst at the same time guiding me towards the final production and presentation of these results. I not would have been able to achieve this without Alan’s support through a sometimes difficult, but always busy part of my life. This project, and especially the production of this thesis, would not have been possible without the care and attention that Alan provided. Ian Stark has provided invaluable feedback on all aspects of this thesis, from the low-level technical intricacies of Java’s design patterns through to the high-level structure of the thesis as a whole.
    [Show full text]
  • Simple Injector Documentation Release 5
    Simple Injector Documentation Release 5 Simple Injector Contributors Jul 27, 2021 Contents 1 Quick Start 3 1.1 Overview.................................................3 1.2 Getting started..............................................3 1.3 A Quick Example............................................4 1.3.1 Dependency Injection......................................4 1.3.2 Introducing Simple Injector...................................5 1.4 More information.............................................6 2 Using Simple Injector 7 2.1 Resolving instances...........................................9 2.2 Configuring Simple Injector....................................... 10 2.2.1 Auto-Registration/Batch-registration.............................. 13 2.3 Collections................................................ 14 2.3.1 Collection types......................................... 16 2.3.2 Auto-registering collections.................................. 16 2.3.3 Adding registrations to an existing collection......................... 17 2.4 Verifying the container’s configuration................................. 17 2.5 Automatic constructor injection / auto-wiring.............................. 18 2.6 More information............................................. 19 3 Object Lifetime Management 21 3.1 Transient Lifestyle............................................ 22 3.2 Singleton Lifestyle............................................ 22 3.3 Scoped Lifestyle............................................. 23 3.3.1 Disposing a Scope......................................
    [Show full text]
  • Design Patterns
    DesignPatterns CSE 110 Discussion - Week8 Decorator Pattern Problem You want to add behavior or state to individual objects at run-time. Inheritance is not feasible because it is static and applies to an entire class. Intent • This pattern creates a decorator class which wraps the original class and provides additional functionality keeping class methods signature intact. • Client-specified embellishment of a core object by recursively wrapping it. • Wrapping a gift, putting it in a box, and wrapping the box. Decorator Example Decorator: Question (Take 7 mins) Consider you have a car interface and a basic car class as defined below public interface Car { public class BasicCar implements Car { public void assemble(); @Override } public void assemble() { System.out.print("Basic Car."); } } Now based on these definitions, how would you design the following - 1) A luxury car 2) A sports car 3) A luxury car that is also a sports car Decorator : Answer public class CarDecorator implements Car { protected Car car; public CarDecorator(Car c){ this.car=c; } @Override public void assemble() { this.car.assemble(); } } Decorator : Answer Contd. public class SportsCar extends CarDecorator { public class LuxuryCar extends CarDecorator { public SportsCar(Car c) { public LuxuryCar(Car c) { super(c); super(c); } } @Override @Override public void assemble(){ public void assemble(){ car.assemble(); car.assemble(); System.out.print(" Adding features of System.out.print(" Adding features of Sports Car."); Luxury Car."); } } } } Decorator : Answer Contd. public class DecoratorPatternClass { public void createCar() { Car sportsCar = new SportsCar(new BasicCar()); sportsCar.assemble(); Car sportsLuxuryCar = new SportsCar(new LuxuryCar(new BasicCar())); sportsLuxuryCar.assemble(); } } Mediator Pattern Consider an air traffic controller • Many planes circle an airport.
    [Show full text]
  • Semantic Description of Services and Service Factories for Ambient Intelligence Rémi Emonet
    Semantic Description of Services and Service Factories for Ambient Intelligence Rémi Emonet To cite this version: Rémi Emonet. Semantic Description of Services and Service Factories for Ambient Intelligence. Soft- ware Engineering [cs.SE]. Institut National Polytechnique de Grenoble - INPG, 2009. English. tel- 00450479 HAL Id: tel-00450479 https://tel.archives-ouvertes.fr/tel-00450479 Submitted on 26 Jan 2010 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. GRENOBLE INP n◦ attribu´epar la biblioth`eque THESE` pour obtenir le grade de ❉♦❝❡✉ ❉✉ ●♦✉♣❡ ●❡♥♦❜❧❡ ■◆ Sp´ecialit´e: Informatique pr´epar´eeau Laboratoire d’Informatique de Grenoble dans le cadre de l’Ecole´ Doctorale Math´ematiques, Sciences et Technologies de l’Information, Informatique pr´esent´eeet soutenue publiquement par R´emi ❊♠♦♥❡ le 23 septembre 2009 ❉❡❝✐♣✐♦♥ ❙♠❛♥✐✉❡ ❞❡ ❙❡✈✐❝❡ ❡ ❞✬❯✐♥❡ à ❙❡✈✐❝❡ ♣♦✉ ❧✬■♥❡❧❧✐❣❡♥❝❡ ❆♠❜✐❛♥❡ ❙❡♠❛♥✐❝ ❉❡❝✐♣✐♦♥ ♦❢ ❙❡✈✐❝❡ ❛♥❞ ❙❡✈✐❝❡ ❋❛❝♦✐❡ ❢♦ ❆♠❜✐❡♥ ■♥❡❧❧✐❣❡♥❝❡ Directeur de th`ese : James L. ❈♦✇❧❡② Co-directeur de th`ese : Dominique ❱❛✉❢❡②❞❛③ JURY Pr. Marie-Christine Rousset Pr´esident Pr. James L. Crowley Directeur de th`ese Dr. Dominique Vaufreydaz Co-directeur de th`ese Pr. Gregory D. Abowd Rapporteur Pr. David Simplot-Ryl Rapporteur Pr. Michel Riveill Examinateur 2 R´esum´e Ce manuscrit ´etudie l’ad´equation des approches `aservices, ainsi que leur am´elioration, pour l’int´egration dynamique et la r´eutilisation logicielle dans le cadre de l’informatique ambiante.
    [Show full text]