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Distributed Objects

Distributed Objects. Objective Understand the difference between local and distributed objects and how to correctly use them Outline Object Model Local versus Distributed Objects. Object Types. Object types specify the common characteristic of similar objects

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Distributed Objects

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  1. Distributed Objects • Objective • Understand the difference between local and distributed objects and how to correctly use them • Outline • Object Model • Local versus Distributed Objects Designing Distributed Objects

  2. Object Types • Object types specify the common characteristic of similar objects • Object types define a contract that binds the interaction between client and server objects • Object types are specified through interfaces that determine the operations that clients can request. • Operation visibility: public, private, etc. • Signature of an operation: name, list of formal parameters, and the result with type information • Non-Object Types • Atomic types: boolean, char, int, etc, • Values • No identity • Cannot be referenced Designing Distributed Objects

  3. Objects • Object • Unique identifier • Multiple references • Attributes • public • Private • Name and a type • Class or static variables (not for distributed objects) • Operations • Object Identity vs Equality • Identical  equal • Equal ! identical Designing Distributed Objects

  4. Requests • An object request is made by a client object in order to request execution of an operation from a server object. • Object reference • Operation • List of actual parameters • Request vs method invocation • Resolve data heterogeneity • Synchronization between client and server objects • Communication through network • … Designing Distributed Objects

  5. Exceptions • Exceptions are a mechanism for notifying clients about failures that occur during the execution of an object request. • Data structures carrying details about failures • Part of the contract between client and sever objects • Raised by a server object • Raised by middleware (system exception) • Transferred via network from server to client Designing Distributed Objects

  6. Types and Distributed Objects • Attributes, operations and exceptions are properties objects may export to other objects. • Multiple objects may export the same properties. • Only define the properties once! • Attributes and operations, and exceptions are defined in object types. Designing Distributed Objects

  7. Attributes • Attributes have a name and a type. • Type can be an object type or a non-object type. • Attributes are readable by other components. • Attributes may or may not be modifiable by other components. • Attributes correspond to one or two operations (set/get). Designing Distributed Objects

  8. Exceptions • Service requests in a distributed system may not be properly executed. • Exceptions are used to explain reason of failure to requester of operation execution. • Operation execution failures may be • generic or • specific. • Specific failures may be explained in specific exceptions. Designing Distributed Objects

  9. Operations • Operations have a signature that consists of • a name, • a list of in, out, or inout parameters, • a return value type, and • a list of exceptions that the operation can raise. Designing Distributed Objects

  10. Object Type Example <<interface>> Player -name:string; -role:Position; -Number:int; +void book(in Date d) raises (AlreadyBooked); Designing Distributed Objects

  11. Operation Execution Requests • A client object can request an operation execution from a server object. • Operation request is expressed by sending a message (operation name) to server object. • Server objects are identified by object references. • Clients have to react to exceptions that the operation may raise. Designing Distributed Objects

  12. Subtyping • Properties shared by several types should be defined only once. • Object types are organised in a type hierarchy. • Subtypes inherit attributes, exceptions and operations from their supertypes. • Subtypes can add more specific properties. • Subtypes can redefine inherited properties. Designing Distributed Objects

  13. Multiple Inheritance • Means that one object type can be subtype of more than one super type • Not supported by all middleware • May lead to ambiguities Designing Distributed Objects

  14. Multiple Inheritance Example <<interface>> Player <<interface>> Trainer -name:string; -role:Position; -Number:int; -salary:int; +next_game():Date +void book(in Date d) raises (AlreadyBooked); +next_game():Date <<interface>> PlayerTrainer Designing Distributed Objects

  15. Polymorphism • Object models may be statically typed. • Static type of a variable restricts the dynamic type of objects that can be assigned to it. • Polymorphism denotes the possibility of assignments of objects that are instances of the static type and all its subtypes. Designing Distributed Objects

  16. Polymorphism Example chelsea:Team name = “Chelsea” v:PlayerTrainer d:Player name = “Gianluca Vialli” role = Forward Number = 10 salary=1000000 name = “Marcel Desailly” role=Defender Number=5 z:Player name = “Gianfranco Zola” role=Forward Number=3 Designing Distributed Objects

  17. Motivation • Many will have experience with designing local objects that reside in the run-time environment of an OO programming lang. • Designing distributed objects is different! • Explain the differences. • Avoid some serious pitfalls Designing Distributed Objects

  18. Local vs. distributed Objects • References • Activation/Deactivation • Migration • Persistence • Latency of Requests • Concurrency • Communication • Security • Several Pitfalls are lurking here Designing Distributed Objects

  19. Object Lifecycle • OOPL objects reside in one virtual machine. • Distributed objects might be created on a different machine. • Distributed objects might be copied or moved (migrated) from one machine to another. • Deletion by garbage collection does not work in a distributed setting. • Lifecycle needs attention during the design of distributed objects. Designing Distributed Objects

  20. Object References • References to objects in OOPL are usually pointers to memory addresses • sometimes pointers can be turned into references (C++) • sometimes they cannot (Smalltalk,Java) • References to distributed objects are more complex • Location information • Security information • References to object types • References to distributed objects are bigger (e.g 40 bytes with Orbix). Designing Distributed Objects

  21. Latency of Requests • Performing a local method call requires a couple of hundred nanoseconds. • An object request requires between 0.1 and 10 milliseconds. • Interfaces of distributed objects need to be designed in a way that • operations perform coarse-grained tasks • do not have to be requested frequently Designing Distributed Objects

  22. Java Distributed Objects Vector List +size():int +elementAt(i:int):Object ... +long list (in how_many:long, out l:sequence<object>, out bi:Iterator i) Iterator +next_one(out o:Object): boolean +next_n(in how_many:long, out l:sequence<object>):boolean Example: Iteration over a Sequence Designing Distributed Objects

  23. Activation/Deactivation • Objects in OOPL are in virtual memory between creation and destruction. • This might be inappropriate for distributed objects • sheer number of objects • objects might not be used for a long time • some hosts might have to be shut down without stopping all applications • Distributed object implementations are • brought into main memory (activation) • discarded from main memory (deactivation) Designing Distributed Objects

  24. Activation/Deactivation (cont’d) Tony:Trainer BvB:Team bookGoalies object activated object deactivation Designing Distributed Objects

  25. Activation/Deactivation (cont’d) • Several questions arise • Repository for implementations • Association between objects and processes • Explicit vs. implicit activation • When to deactivate objects • How to treat concurrent requests • Who decides answers to these questions? • Designer • Programmer • Administrator • How to document decisions? Designing Distributed Objects

  26. Persistence • Stateless vs. statefull objects • Statefull objects have to save their state between • object deactivation and • object activation onto persistent storage • Can be achieved by • externalization into file system • mapping to relational database • object database • To be considered during object design Designing Distributed Objects

  27. Parallelism • Execution of OOPL objects is often • sequential • concurrent (with multi-threading) • Distributed objects execute in parallel • Can be used to accelerate computations Designing Distributed Objects

  28. Communication • Method invocations of OOPL objects are synchronous • Alternatives for distributed objects: • synchronous requests • oneway requests • deferred synchronous requests • asynchronous requests • Who decides on request • Designer of server? • Designer of client? • How documented? Designing Distributed Objects

  29. Failures • Distributed object requests are more likely to fail than local method calls • Different request reliabilities are available for distributed objects • Clients have an obligation to validate that servers have executed request Designing Distributed Objects

  30. Security • Security in OO applications can be dealt with at session level. • OOPL Objects do not have to be written in a particular way. • For distributed objects: • Who is requesting an operation execution? • How can we know that subject is who it claims to be? • How do we decide whether or not to grant that subject the right to execute the service? • How can we prove that we have delivered a service so as to make the requester pay Designing Distributed Objects

  31. Key Points • Distributed objects evolved from research and development in object-oriented programming languages and distribution middleware • The Unified Modeling Language can be used to design distributed objects • Meta object models determine the characteristics of distributed objects • Designers need to be aware of differences between local and distributed objects Designing Distributed Objects

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