Versatile Message Transaction Protocol
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Versatile Message Transaction Protocol
The V operating system (sometimes written V-System) is a discontinued microkernel distributed operating system that was developed by faculty and students in the Distributed Systems Group at Stanford University from 1981 to 1988, led by Professors David Cheriton and Keith A. Lantz. V was the successor to the Thoth operating system and Verex kernel that Cheriton had developed in the 1970s. Despite similar names and close development dates, it is unrelated to UNIX System V. Features The key concepts in V are '' multithreading'' and ''synchronous message passing''. The original V terminology uses ''process'' for what is now commonly called a ''thread'', and ''team'' for what is now commonly called a ''process'' consisting of multiple threads sharing an address space. Communication between threads in V uses synchronous message passing, with short, fixed-length messages that can include access rights for the receiver to read or write part of the sender's address space before replying. T ...
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David Cheriton
David Ross Cheriton (born March 29, 1951) is a Canadian computer scientist, mathematician, billionaire businessman, philanthropist, and venture capitalist. He is a computer science professor at Stanford University, where he founded and leads the Distributed Systems Group. He is a distributed computing and computer networking expert, with insight into identifying big market opportunities and building the architectures needed to address such opportunities. He has founded and invested in technology companies, including Google, where he was among the first angel investors; VMware, where he was an early investor; and Arista, where he was cofounder and chief scientist. He has funded at least 20 companies. Cheriton was ranked by Forbes with an estimated net worth of US$8.8 billion, as of April 2021. He has made contributions to education, with a $25 million donation to support graduate studies and research in the School of Computer Science (subsequently renamed David R. Cheriton Sch ...
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Message Passing
In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer. The invoking program sends a message to a process (which may be an actor or object) and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming. Message passing is ubiquitous in modern computer software. It is used as a way for the objects that make up a program to work with each other and as a means for objects and systems running on different computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms, including channels. Overview Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast to the traditional technique of callin ...
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W Window System
The W window system is a discontinued windowing system and precursor in name and concept to the modern X Window System window system. W was originally developed at Stanford University by Paul Asente and Brian Reid for the V operating system. In 1983, Paul Asente and Chris Kent ported the system to UNIX on the VS100, giving a copy to those working at MIT's Laboratory for Computer Science. In 1984, Bob Scheifler of MIT replaced the synchronous protocol of W with an asynchronous Asynchrony is the state of not being in synchronization. Asynchrony or asynchronous may refer to: Electronics and computing * Asynchrony (computer programming), the occurrence of events independent of the main program flow, and ways to deal wit ... alternative and named the result X. Since this time the X window system has gone through many fundamental changes and no longer bears any significant resemblance to W. See also * History of free and open-source software References Windowing systems< ...
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Windowing System
In computing, a windowing system (or window system) is software that manages separately different parts of display screens. It is a type of graphical user interface (GUI) which implements the WIMP (windows, icons, menus, pointer) paradigm for a user interface. Each currently running application is assigned a usually resizable and usually rectangular surface of the display to present its GUI to the user; these windows may overlap each other, as opposed to a tiling interface where they are not allowed to overlap. Usually a window decoration is drawn around each window. The programming of both the window decoration and of available widgets inside of the window, which are graphical elements for direct user interaction, such as sliders, buttons, etc., is eased and simplified through the use of widget toolkits. Technical details The main component of any windowing system is usually called the display server, although alternative denominations such as window server or composit ...
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Graphical User Interface
The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of CLIs ( command-line interfaces), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term ''GUI'' tends not to be applied to other lower-display resolution types of interfaces, such as video games (where HUD (''head-up display'') is preferred), or not including flat screens like volumetric displays because ...
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IP Multicast
IP multicast is a method of sending Internet Protocol (IP) datagrams to a group of interested receivers in a single transmission. It is the IP-specific form of multicast and is used for streaming media and other network applications. It uses specially reserved multicast address blocks in IPv4 and IPv6. Protocols associated with IP multicast include Internet Group Management Protocol, Protocol Independent Multicast and Multicast VLAN Registration. IGMP snooping is used to manage IP multicast traffic on layer-2 networks. IP multicast is described in . IP multicast was first standardized in 1986. Its specifications have been augmented in to include group management and in to include administratively scoped addresses. Technical description IP multicast is a technique for one-to-many and many-to-many real-time communication over an IP infrastructure in a network. It scales to a larger receiver population by requiring neither prior knowledge of a receiver's identity nor prior knowl ...
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Internet Protocol
The Internet Protocol (IP) is the network layer communications protocol in the Internet protocol suite for relaying datagrams across network boundaries. Its routing function enables internetworking, and essentially establishes the Internet. IP has the task of delivering packets from the source host to the destination host solely based on the IP addresses in the packet headers. For this purpose, IP defines packet structures that encapsulate the data to be delivered. It also defines addressing methods that are used to label the datagram with source and destination information. IP was the connectionless datagram service in the original Transmission Control Program introduced by Vint Cerf and Bob Kahn in 1974, which was complemented by a connection-oriented service that became the basis for the Transmission Control Protocol (TCP). The Internet protocol suite is therefore often referred to as ''TCP/IP''. The first major version of IP, Internet Protocol Version 4 (IPv4), is the do ...
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Steve Deering
Stephen Deering is a former Fellow at Cisco Systems, where he worked on the development and standardization of architectural enhancements to the Internet Protocol. Prior to joining Cisco in 1996, he spent six years at Xerox's Palo Alto Research Center, engaged in research on advanced Internet technologies, including multicast routing, mobile internetworking, scalable addressing, and support for multimedia applications over the Internet. He is a former member of the Internet Architecture Board, a past chair of numerous Working Groups of the Internet Engineering Task Force (IETF), the inventor of IP multicast, and the lead designer of the new version of the Internet Protocol, IPv6. By 2017 he was retired and living in Vancouver, British Columbia. Education Deering received his B.Sc. (1973) and M.Sc. (1982) from the University of British Columbia, and his Ph.D. (1991) from Stanford University. He attended high school at Shawnigan Lake School on Vancouver Island. Recognition Deering ...
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Local Area Network
A local area network (LAN) is a computer network that interconnects computers within a limited area such as a residence, school, laboratory, university campus or office building. By contrast, a wide area network (WAN) not only covers a larger geographic distance, but also generally involves leased telecommunication circuits. Ethernet and Wi-Fi are the two most common technologies in use for local area networks. Historical network technologies include ARCNET, Token Ring and AppleTalk. History The increasing demand and usage of computers in universities and research labs in the late 1960s generated the need to provide high-speed interconnections between computer systems. A 1970 report from the Lawrence Radiation Laboratory detailing the growth of their "Octopus" network gave a good indication of the situation. A number of experimental and early commercial LAN technologies were developed in the 1970s. Cambridge Ring was developed at Cambridge University starting in 1974. Ethe ...
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Unix
Unix (; trademarked as UNIX) is a family of multitasking, multiuser computer operating systems that derive from the original AT&T Unix, whose development started in 1969 at the Bell Labs research center by Ken Thompson, Dennis Ritchie, and others. Initially intended for use inside the Bell System, AT&T licensed Unix to outside parties in the late 1970s, leading to a variety of both academic and commercial Unix variants from vendors including University of California, Berkeley (Berkeley Software Distribution, BSD), Microsoft (Xenix), Sun Microsystems (SunOS/Solaris (operating system), Solaris), Hewlett-Packard, HP/Hewlett Packard Enterprise, HPE (HP-UX), and IBM (IBM AIX, AIX). In the early 1990s, AT&T sold its rights in Unix to Novell, which then sold the UNIX trademark to The Open Group, an industry consortium founded in 1996. The Open Group allows the use of the mark for certified operating systems that comply with the Single UNIX Specification (SUS). Unix systems are chara ...
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Sprite (operating System)
Sprite is an experimental Unix-like distributed operating system developed at the University of California, Berkeley by John Ousterhout's research group between 1984 and 1992. Its notable features include support for single system image on computer clusters and the introduction of the log-structured filesystem. The Tcl scripting language also originated in this project. Early work Early work on Sprite was based on the idea of making the operating system more "network aware", and thereby at the same time make it invisible to the user. The primary area of work was the building of a new network file system which made heavy use of local client-side caching in order to improve performance. After opening the file and some initial reads, the network is only used on-demand, and most user actions occur against the cache. Similar utilities allow remote devices to be mapped into the local computer's space, allowing for network printing and similar duties. Many of the key Unix files are bas ...
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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 network), which is coded as if it were a normal (local) procedure call, without the programmer explicitly coding 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 client–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 orde ...
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