4,589 research outputs found

    Implementing Multiparty Interactions on a Network Computer

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    Classical client/server interaction primitives such as remote procedure call or rendez–vous are not adequate when we need to describe the behaviour of three or more processes that need to collaborate simultaneously in order to solve a problem. Multiparty interactions are the key to describe these problems, and there are several languages that use them for the description of reactive systems. In this paper, we show and compare two different fair implementations of this mechanism and also outline the research we are carrying out in an effort to improve them

    Aspect-oriented interaction in multi-organisational web-based systems

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    Separation of concerns has been presented as a promising tool to tackle the design of complex systems in which cross-cutting properties that do not fit into the scope of a class must be satisfied. Unfortunately, current proposals assume that objects interact by means of object-oriented method calls, which implies that they embed interactions with others into their functional code. This makes them dependent on this interaction model, and makes it difficult to reuse them in a context in which another interaction model is more suited, e.g., tuple spaces, multiparty meetings, ports, and so forth. In this paper, we show that functionality can be described separately from the interaction model used, which helps enhance reusability of functional code and coordination patterns. Our proposal is innovative in that it is the first that achieves a clear separation between functionality and interaction in an aspect-oriented manner. In order to show that it is feasible, we adapted the multiparty interaction model to the context of multiorganisational web-based systems and developed a class framework to build business objects whose performance rates comparably to handmade implementations; the development time, however, decreases significantly.Comisión Interministerial de Ciencia y Tecnología TIC2000-1106-C02-0

    Multi-Party Coordination in the Context of MOWS

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    Separation of concerns has been presented as a promising tool to tackle the design of complex systems in which cross-cutting properties that do not fit into the scope of a class must be satisfied. In this paper, we show that interactions amongst a number of objects can also be described separately from functionality, which enhances reusability of functional code and interaction patterns. We present our proposal in the context of Multi-Qrganisational Web-Based Systems (MOWS) and also present a framework that provides the infrastructure needed to implement multiparty coordination as an independent aspect

    A Modular Toolkit for Distributed Interactions

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    We discuss the design, architecture, and implementation of a toolkit which supports some theories for distributed interactions. The main design principles of our architecture are flexibility and modularity. Our main goal is to provide an easily extensible workbench to encompass current algorithms and incorporate future developments of the theories. With the help of some examples, we illustrate the main features of our toolkit.Comment: In Proceedings PLACES 2010, arXiv:1110.385

    Behavioral types in programming languages

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    A recent trend in programming language research is to use behav- ioral type theory to ensure various correctness properties of large- scale, communication-intensive systems. Behavioral types encompass concepts such as interfaces, communication protocols, contracts, and choreography. The successful application of behavioral types requires a solid understanding of several practical aspects, from their represen- tation in a concrete programming language, to their integration with other programming constructs such as methods and functions, to de- sign and monitoring methodologies that take behaviors into account. This survey provides an overview of the state of the art of these aspects, which we summarize as the pragmatics of behavioral types

    Timed Runtime Monitoring for Multiparty Conversations

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    We propose a dynamic verification framework for protocols in real-time distributed systems. The framework is based on Scribble, a tool-chain for design and verification of choreographies based on multiparty session types, developed with our industrial partners. Drawing from recent work on multiparty session types for real-time interactions, we extend Scribble with clocks, resets, and clock predicates constraining the times in which interactions should occur. We present a timed API for Python to program distributed implementations of Scribble specifications. A dynamic verification framework ensures the safe execution of applications written with our timed API: we have implemented dedicated runtime monitors that check that each interaction occurs at a correct timing with respect to the corresponding Scribble specification. The performance of our implementation and its practicability are analysed via benchmarking

    Technical considerations towards mobile user QoE enhancement via Cloud interaction

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    This paper discusses technical considerations of a Cloud infrastructure which interacts with mobile devices in order to migrate part of the computational overhead from the mobile device to the Cloud. The aim of the interaction between the mobile device and the Cloud is the enhancement of parameters that affect the Quality of Experience (QoE) of the mobile end user through the offloading of computational aspects of demanding applications. This paper shows that mobile user’s QoE can be potentially enhanced by offloading computational tasks to the Cloud which incorporates a predictive context-aware mechanism to schedule delivery of content to the mobile end-user using a low-cost interaction model between the Cloud and the mobile user. With respect to the proposed enhancements, both the technical considerations of the cloud infrastructure are examined, as well as the interaction between the mobile device and the Cloud

    Computer Science and Game Theory: A Brief Survey

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    There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given the length constraints, I make no attempt at being comprehensive, especially since other surveys are also available, and a comprehensive survey book will appear shortly.Comment: To appear; Palgrave Dictionary of Economic

    Design of a shared whiteboard component for multimedia conferencing

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    This paper reports on the development of a framework for multimedia applications in the domain of tele-education. The paper focuses on the protocol design of a specific component of the framework, namely a shared whiteboard application. The relationship of this component with other components of the framework is also discussed. A salient feature of the framework is that it uses an advanced ATM-based network service. The design of the shared whiteboard component is considered representative for the design as a whole, and is used to illustrate how a flexible protocol architecture utilizing innovative network functions and satisfying demanding user requirements can be developed
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