Stub (distributed Computing)
   HOME





Stub (distributed Computing)
In distributed computing, a stub is a program that acts as a temporary replacement for a remote service or object. It allows the client application to access a service as if it were local, while hiding the details of the underlying network communication. This can simplify the development process, as the client application does not need to be aware of the complexities of distributed computing. Instead, it can rely on the stub to handle the remote communication, while providing a familiar interface for the developer to work with. Application The stub represents a remote object or service on a local system. It acts as a proxy for the remote service and allows the client program to make method calls on the remote object as if it were local. The process of generating stubs involves creating a client-side proxy object that provides the same interface as the remote service, but routes method calls to the actual remote object. In distributed computing, a stub is a piece of code that con ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Distributed Computing
Distributed computing is a field of computer science that studies distributed systems, defined as computer systems whose inter-communicating components are located on different networked computers. The components of a distributed system communicate and coordinate their actions by passing messages to one another in order to achieve a common goal. Three significant challenges of distributed systems are: maintaining concurrency of components, overcoming the lack of a global clock, and managing the independent failure of components. When a component of one system fails, the entire system does not fail. Examples of distributed systems vary from SOA-based systems to microservices to massively multiplayer online games to peer-to-peer applications. Distributed systems cost significantly more than monolithic architectures, primarily due to increased needs for additional hardware, servers, gateways, firewalls, new subnets, proxies, and so on. Also, distributed systems are prone to ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Remote Procedure Call
In distributed computing, a remote procedure call (RPC) is when a computer program causes a procedure (subroutine) to execute in a different address space (commonly on another computer on a shared computer network), which is written as if it were a normal (local) procedure call, without the programmer explicitly writing the details for the remote interaction. That is, the programmer writes essentially the same code whether the subroutine is local to the executing program, or remote. This is a form of server interaction (caller is client, executor is server), typically implemented via a request–response message passing system. In the object-oriented programming paradigm, RPCs are represented by remote method invocation (RMI). The RPC model implies a level of location transparency, namely that calling procedures are largely the same whether they are local or remote, but usually, they are not identical, so local calls can be distinguished from remote calls. Remote calls are usually o ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Client (computing)
is a computer that gets information from another computer called server in the context of client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. A client is a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary on the chat protocol being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that use the client software. A client is part of a cl ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Server (computing)
A server is a computer that provides information to other computers called " clients" on a computer network. This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients or performing computations for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers. Client–server systems are usually most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledgment. Designating a computer as "server-class hardwa ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Address Space
In computing, an address space defines a range of discrete addresses, each of which may correspond to a network host, peripheral device, disk sector, a memory cell or other logical or physical entity. For software programs to save and retrieve stored data, each datum must have an address where it can be located. The number of address spaces available depends on the underlying address structure, which is usually limited by the computer architecture being used. Often an address space in a system with virtual memory corresponds to a highest level translation table, e.g., a segment table in IBM System/370. Address spaces are created by combining enough uniquely identified qualifiers to make an address unambiguous within the address space. For a person's physical address, the ''address space'' would be a combination of locations, such as a neighborhood, town, city, or country. Some elements of a data address space may be the same, but if any element in the address is different, ad ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Big-endian
'' Jonathan_Swift.html" ;"title="Gulliver's Travels'' by Jonathan Swift">Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of digital data are transmitted over a data communication medium or Memory_address, addressed (by rising addresses) in computer memory, counting only byte significance compared to earliness. Endianness is primarily expressed as big-endian (BE) or little-endian (LE), terms introduced by Danny Cohen into computer science for data ordering in an Internet Experiment Note published in 1980. Also published at The adjective ''endian'' has its origin in the writings of 18th century Anglo-Irish writer Jonathan Swift. In the 1726 novel '' Gulliver's Travels'', he portrays the conflict between sects of Lilliputians divided into those breaking the shell of a boiled egg from the big end or from the little end. By analogy, a CPU may read a digital word ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Marshalling (computer Science)
In computer science, marshalling or marshaling ( US spelling) is the process of transforming the memory representation of an object into a data format suitable for storage or transmission, especially between different runtimes. It is typically used when data must be moved between different parts of a computer program or from one program to another. Marshalling simplifies complex communications, because it allows using '' composite objects'' instead of being restricted to '' primitive objects''. Comparison with serialization Marshalling is similar to or synonymous with serialization, although technically serialization is one step in the process of marshalling an object. * Marshalling is describing the overall intent or process to transfer some ''live'' object from a client to a server (with ''client'' and ''server'' taken as abstract, mirrored concepts mapping to any matching ends of an arbitrary communication link ie. sockets). The point with marshalling an object is to h ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]