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<html><!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML//EN"><html> <head><title>Object Models for Concurrent and Distributed Java </title></head><BODY bgcolor=#ffffee vlink=#0000aa link=#cc0000><h1>Object Models for Concurrent and Distributed Java </h1>Even if you understand how to use Java concurrency mechanisms, it'shard to produce good designs without having good models of what's goingon in concurrent Java programs.<p>Contents:<ul>  <li> <a href="#secMod"> Per-activity and Per-Object Concurrency</a>.  <li> <a href="#secMix"> Mixtures </a>.</ul><h2><a name="secMod"></a>Per-Activity and Per-Object Concurrency Models</h2><p>There are two complementary ways to approach concurrency in Java:<dl>  <dt> Per-activity concurrency model  <dd> Programs implement designs in which a set of ``passive''       objects are created and have their methods       activated due to the running of multiple threads,       one per task that the program performs.  <dt> Per-object concurrency model  <dd> Programs implement designs in which a set of      ``active'' objects, <em>EACH</em> with its own        thread of control, interact.</dl><p>Each of these is described in more detail below.<p>While, at some level, these two models (as well as minor variants andcombinations) are equivalent, they have complementary strengths andweaknesses as approaches to designing Java programs:<ul>  <li> The per-activity model meshes better with most aspects of       Java <code>Thread</code> class usage.  <li> The per-activity model meshes better with several common       simple uses of threads in Applets; for example, starting       a new thread to play an audio clip.  <li> The per-object model meshes better with mechanics dealing with       communication among two different Java processes (even, for example,       firing up an Applet at a client).  <li> The per-object model meshes better with large-scale       OO system design.  As discussed, for example in <A       HREF="javascript:if(confirm('http://g.oswego.edu/dl/oosdw3/index.html  \n\nThis file was not retrieved by Teleport Pro, because it is addressed on a domain or path outside the boundaries set for its Starting Address.  \n\nDo you want to open it from the server?'))window.location='http://g.oswego.edu/dl/oosdw3/index.html'" tppabs="http://g.oswego.edu/dl/oosdw3/index.html">OOSD</A>, this       view of objects is usually both easier and more productive for       modeling real-world and design-level software objects than are       ``passive'' object models.  <li> The per-object model meshes better with the goal of       building <em>reusable</em> components since it forces you to       consider safety and consistency issues outside the context of       particular tasks.</ul>In practice, you often need to shift points of view back and forthbetween these two ways of thinking about concurrency while developingJava programs.  To a first approximation, per-activity-based designapplies most simply when new threads generate concurrent activitieswithin the same Java program but unrelated to those of any otherobject in the program, while per-object-based design applies mostsimply when programming distributed objects that connect overnetworks. However, nearly all OO systems employ all sorts of mixturesand in-between points in this spectrum.<h3>Common features</h3>Different object models make different assumptions about howobjects are structured, created, and used. But nearly allshare at least the following commonalities:<DL><DT> <STRONG>Encapsulation</STRONG><DD> Objects have ``membranes'' separating their `insides' and     ``outsides''. Objects are described via a set of internal     attribute representations, links (references) to other objects,     states and local utility methods, along with interfaces     describing methods or ``ports'' for accepting messages from other     objects.  When objects live in the same process, there is no     ``physical'' enforcement of the distinction between the inside     and outside of objects. However, the means for programmers to     enforce this are common and standard -- use <CODE>private</CODE>     (or sometimes <CODE>protected</CODE>) for instance variables and     internal utility methods, and <CODE>public </CODE> for externally     available methods.<DT> <STRONG>Instantiation</STRONG><DD> New objects of a certain form (normally as described by a <em>class</em>)     can be constructed at any time (subject to system resource     contraints).<DT> <STRONG>Message Passing</STRONG><DD> Objects communicate only via message passing; i.e., invoking     a public (or otherwise accessible) method on another object.     (For the sake of sanity, we ignore the fact that Java does have provisions      for non-message-based communication via public instance variables.)</DL><h3>Per-activity concurrency</h3>Per-activity concurrency models mainly grew out of strategies fordeveloping software that could exploit multiple CPUs, lightweightprocesses, shared memory etc. These map in a straightforward fashionto many Java primitives. In a per-activity concurrency model, thereare two kinds of entities, ``passive'' objects and ``active'' threads.Passive objects have features including:<DL><DT> <STRONG>Objects as Data + Code</STRONG><DD> Each object is represented as a bundle of integrated data (instance     variables) and code (method bodies). All passive objects     are created and have methods invoked due to the running of     one or more Threads that initiate sets of activities. <DT> <STRONG>Synchronization</STRONG><DD> To prevent interference among methods being invoked by     different threads, each passive object can be ``locked'' via the     <CODE>synchronized</CODE> keyword. (For purposes of concurrent     programming, it would have been nice for this to be the default,     or for a whole class to be declared as     <CODE>synchronized</CODE>. But presumably because it is a bit     expensive to implement synchronization, it must be specified     explicitly.  One nasty side effect of this language design     decision is that classes that were originally written to be     usable only sequentially cannot be used safely without     modification in concurrent settings.)    <DT> <STRONG>Message Passing</STRONG><DD> All message passing among passive objects follows a classic     call/return procedural form (along with Exceptions, which are     variants of procedural messages.)</DL>Threads are different kinds of entities all together, with featuresincluding:<DL><DT> <STRONG>Instantiation</STRONG><DD> Activities are set into motion by constructing a <code>Thread</code>     object that encapsulates the run-time state of an activity,     and then independently <code>starting</code> any kind of code     on any kinds of passive     objects (in Java, the code in the associated <code>run()</code>     method).<DT> <STRONG>Message Passing</STRONG><DD> Message passing among threads (not the passive objects within     the threads) is performed mainly by ``signalling''. (For example,     in Java by posting <code>InterruptedException</code>.) Additionally,     code within the passive objects running in threads may cause their     current threads to stop, suspend and/or resume.</DL><h3>Per-Object concurrency</h3>Per-object concurrency models unify the notions of objects andactivities. These models mainly grew out of strategies for developing<em>distributed</em> object applications where different objects arestrewn across different computers.Active object modelsmap fairly easily into constructs in most distributed systems wheredifferent objects reside on different machines, and communicate viainterprocess message passing mechanisms (See, for example <AHREF="javascript:if(confirm('http://www.cs.wustl.edu/~schmidt/Active-Objects.ps.Z  \n\nThis file was not retrieved by Teleport Pro, because it is addressed on a domain or path outside the boundaries set for its Starting Address.  \n\nDo you want to open it from the server?'))window.location='http://www.cs.wustl.edu/~schmidt/Active-Objects.ps.Z'" tppabs="http://www.cs.wustl.edu/~schmidt/Active-Objects.ps.Z">Lavenderand Schmidt's Active Object pattern</A>).<p>The most straightforward activeobject model includes the following characteristics:<DL><DT> <STRONG>Objects as Processes</STRONG><DD> Each object is a single, identifiable process-like     entity (not unlike a Unix process) with state and behavior.<DT> <STRONG>Guarded Actions</STRONG><DD> Because each object is a <EM>single</EM> process, it can be doing     only one thing at a time. Thus, it cannot perform multiple     concurrent method actions that interfere with each other.     (Note however that a given <EM>service</EM> interface <A     HREF="javascript:if(confirm('http://g.oswego.edu/dl/rp/roles.html  \n\nThis file was not retrieved by Teleport Pro, because it is addressed on a domain or path outside the boundaries set for its Starting Address.  \n\nDo you want to open it from the server?'))window.location='http://g.oswego.edu/dl/rp/roles.html'" tppabs="http://g.oswego.edu/dl/rp/roles.html">(role)</A> may     support a ``multithreaded'' <A     HREF="javascript:if(confirm('http://g.oswego.edu/dl/ProtocolCharts/PC.html  \n\nThis file was not retrieved by Teleport Pro, because it is addressed on a domain or path outside the boundaries set for its Starting Address.  \n\nDo you want to open it from the server?'))window.location='http://g.oswego.edu/dl/ProtocolCharts/PC.html'" tppabs="http://g.oswego.edu/dl/ProtocolCharts/PC.html">     protocol</A> entailing many active objects.)          <p> Additionally, active objects may control which (if any)     activities they are performing at any given time on the basis of     their current state.  They may postpone actions associated with a     particular message because they are not currently in a state that     logically permits any action. These capabilities are usually     expressed via concurrency control constructs such as     <EM>guards</EM>.<DT> <STRONG>Message Passing</STRONG><DD> Objects communicate only via message passing, of at least two forms:  <OL>  <LI> <STRONG>Synchronous</STRONG> (procedural): A client sends a       message to a server, and then waits idly until it receives a       reply (sometimes only a <CODE>void</CODE> synchronization       reply).  <LI> <STRONG>Asynchronous</STRONG> (oneway): A client object sends a       message to a server object but does not expect or wait for a       reply; instead it continues along asynchronously with respect to       the server. Sometimes asynchronous messages are called       <EM>events</EM>. A different and more common example of oneway       communication in Java is to open up a socket to another       Java-based process and ship it some data that it construes       as a request of some sort.      <P>       Asynchronous messages are the basic mechanism for obtaining       concurrency of different activities across different       objects. In most active object models, asynchronous messages       are viewed as more primitive and fundamental than synchronous       ones. A procedural message can be constructed via a pair of       asynchronous ones (a request and a reply), along with guards       that cause the client to wait for the reply.  </OL></DL>To map active objects to computers, you can consider a collection ofconcurrently executing objects as collection of machines, eachcontinuously performing:<ul>  <li> Accept a message. This may or may not entail substeps including:      <ul>        <li> Receive message.        <li> Decode message in some fashion.        <li> Queue message.        <li> Evaluate internal state in deciding whether to accept,            delay, or ignore message.      </ul>  <li> Execute a method corresponding to an accepted message;      performing some sequence of operations of any of three forms:

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