Active Object
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Active Object
The active object design pattern decouples method execution from method invocation for objects that each reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests. The pattern consists of six elements: * A proxy, which provides an interface towards clients with publicly accessible methods. * An interface which defines the method request on an active object. * A list of pending requests from clients. * A scheduler, which decides which request to execute next. * The implementation of the active object method. * A callback or variable for the client to receive the result. Example Java An example of active object pattern in Java. Firstly we can see a standard class that provides two methods that set a double to be a certain value. This class does NOT conform to the active object pattern. class MyClass The class is dangerous in a multithreading scenario because both methods ca ...
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Lockstep Protocol
The lockstep protocol is a ''partial'' solution to the look-ahead cheating problem in peer-to-peer architecture multiplayer games, in which a cheating client delays their own actions to await the messages of other players. A client can do so by acting as if they're suffering from high latency; the outgoing packet is forged by attaching a time stamp that is prior to the actual moment the packet is sent. To avoid this method of cheating, the lockstep protocol requires each player to first announce a "commitment" (e.g. hash value of the action); this commitment is a representation of an action that: * Cannot be used to infer the action; and * Easily compares whether an action corresponds with a commitment. Once all players have received the commitments, they reveal their actions, which are compared with the corresponding commitments to ensure that the commitment is indeed the sent action.
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Software Design Pattern
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented langua ...
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Thread (computing)
In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by a scheduler, which is typically a part of the operating system. The implementation of threads and processes differs between operating systems. In Modern Operating Systems, Tanenbaum shows that many distinct models of process organization are possible.TANENBAUM, Andrew S. Modern Operating Systems. 1992. Prentice-Hall International Editions, ISBN 0-13-595752-4. In many cases, a thread is a component of a process. The multiple threads of a given process may be executed concurrently (via multithreading capabilities), sharing resources such as memory, while different processes do not share these resources. In particular, the threads of a process share its executable code and the values of its dynamically allocated variables and non- thread-local global variables at any given time. History Threads made an early appearance under the name of "tasks ...
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Concurrency (computer Science)
In computer science, concurrency is the ability of different parts or units of a program, algorithm, or problem to be executed out-of-order or in partial order, without affecting the outcome. This allows for parallel execution of the concurrent units, which can significantly improve overall speed of the execution in multi-processor and multi-core systems. In more technical terms, concurrency refers to the decomposability of a program, algorithm, or problem into order-independent or partially-ordered components or units of computation. According to Rob Pike, concurrency is the composition of independently executing computations, and concurrency is not parallelism: concurrency is about dealing with lots of things at once but parallelism is about doing lots of things at once. Concurrency is about structure, parallelism is about execution, concurrency provides a way to structure a solution to solve a problem that may (but not necessarily) be parallelizable. A number of mathema ...
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Asynchronous Method Invocation
In multithreaded computer programming, asynchronous method invocation (AMI), also known as asynchronous method calls or the asynchronous pattern is a design pattern in which the call site is not blocked while waiting for the called code to finish. Instead, the calling thread is notified when the reply arrives. Polling for a reply is an undesired option. Background AMI is a design pattern for asynchronous invocation of potentially long-running methods of an object. It is equivalent to the IOU ("I owe you") pattern described in 1996 by Allan Vermeulen. In most programming languages a called method is executed synchronously, i.e. in the thread of execution from which it is invoked. If the method takes a long time to complete, e.g. because it is loading data over the internet, the calling thread is blocked until the method has finished. When this is not desired, it is possible to start a "worker thread" and invoke the method from there. In most programming environments this requi ...
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Scheduling (computing)
In computing, scheduling is the action of assigning ''resources'' to perform ''tasks''. The ''resources'' may be processors, network links or expansion cards. The ''tasks'' may be threads, processes or data flows. The scheduling activity is carried out by a process called scheduler. Schedulers are often designed so as to keep all computer resources busy (as in load balancing), allow multiple users to share system resources effectively, or to achieve a target quality-of-service. Scheduling is fundamental to computation itself, and an intrinsic part of the execution model of a computer system; the concept of scheduling makes it possible to have computer multitasking with a single central processing unit (CPU). Goals A scheduler may aim at one or more goals, for example: * maximizing ''throughput'' (the total amount of work completed per time unit); * minimizing '' wait time'' (time from work becoming ready until the first point it begins execution); * minimizing '' latency ...
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Proxy Pattern
In computer programming, the proxy pattern is a software design pattern. A ''proxy'', in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface. Overview The Proxy design pattern is one of the twenty-three well-known '' GoF design patterns'' that ...
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Callback (computer Science)
In computer programming, a callback or callback function is any reference to executable code that is passed as an argument to another piece of code; that code is expected to ''call back'' (execute) the callback function as part of its job. This execution may be immediate as in a synchronous callback, or it might happen at a later point in time as in an asynchronous callback. Programming languages support callbacks in different ways, often implementing them with subroutines, lambda expressions, blocks, or function pointers. Design There are two types of callbacks, differing in how they control data flow at runtime: ''blocking callbacks'' (also known as ''synchronous callbacks'' or just ''callbacks'') and ''deferred callbacks'' (also known as ''asynchronous callbacks''). While blocking callbacks are invoked before a function returns (as in the C example below), deferred callbacks may be invoked after a function returns. Deferred callbacks are often used in the context of I/O ...
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Variable (computer Science)
In computer programming, a variable is an abstract storage location paired with an associated symbol, symbolic name, which contains some known or unknown quantity of information referred to as a ''value (computer science), value''; or in simpler terms, a variable is a named container for a particular set of bits or :simple:Data_type, type of data (like Integer (computer science), integer, Floating-point arithmetic, float, String (computer science), string etc...). A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to Reference (computer science), reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be Name binding, bound to a Value (computer science), value during Run time (program lifecycle phase), run time, and ...
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Java (programming Language)
Java is a high-level, class-based, object-oriented programming language that is designed to have as few implementation dependencies as possible. It is a general-purpose programming language intended to let programmers ''write once, run anywhere'' ( WORA), meaning that compiled Java code can run on all platforms that support Java without the need to recompile. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture. The syntax of Java is similar to C and C++, but has fewer low-level facilities than either of them. The Java runtime provides dynamic capabilities (such as reflection and runtime code modification) that are typically not available in traditional compiled languages. , Java was one of the most popular programming languages in use according to GitHub, particularly for client–server web applications, with a reported 9 million developers. Java was originally developed ...
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Concurrent Object-oriented Programming
Concurrent object-oriented programming is a programming paradigm which combines object-oriented programming (OOP) together with concurrency. While numerous programming languages, such as Java, combine OOP with concurrency mechanisms like threads, the phrase "concurrent object-oriented programming" primarily refers to systems where objects themselves are a concurrency primitive, such as when objects are combined with the actor model. See also * Active object The active object design pattern decouples method execution from method invocation for objects that each reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for ha ... External links Concurrent Object-Oriented Languages and the Inheritance Anomaly* Object-oriented programming Programming paradigms Concurrent computing Threads (computing) {{prog-lang-stub ...
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Actor Model
The actor model in computer science is a mathematical model of concurrent computation that treats ''actor'' as the universal primitive of concurrent computation. In response to a message it receives, an actor can: make local decisions, create more actors, send more messages, and determine how to respond to the next message received. Actors may modify their own private state, but can only affect each other indirectly through messaging (removing the need for lock-based synchronization). The actor model originated in 1973. It has been used both as a framework for a theoretical understanding of computation and as the theoretical basis for several practical implementations of concurrent systems. The relationship of the model to other work is discussed in actor model and process calculi. History According to Carl Hewitt, unlike previous models of computation, the actor model was inspired by physics, including general relativity and quantum mechanics. It was also influenced by the ...
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