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A Comparison of Jini and CORBA

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1 A Comparison of Jini and CORBA
Andrew See Liyuan Yu Zhongying Wang Michael Collins

2 Outline Introduction Jini CORBA Comparisons Motivation Overview
Background Design/Implementation CORBA Comparisons Architectural Comparison Ease of use Performance Reusability

3 Motivation Middleware is important for distributed computing
Jini & CORBA are two solutions Jini & CORBA differ in subtle ways We want to compare Jini and CORBA: Conceptual Architectural Comparison Practical Performance study Reusability of an example system.

4 Overview Game project Develop text based distributed game system
Limited time: no fancy graphics Fair comparison: easy to express in both Jini & CORBA  use strings only Variety of games in same network. Use name service of Jini & CORBA

5 Jini

6 Jini Background Embedded hardware is network-centric, not disk-centric
Networks are dynamic; so is Jini Object interface; not network protocol Service: A network-accessible device that provides a useful function Client: Any user who requests services

7 Runtime Architecture Federation of services Lookup Service
No central authority Lookup Service Directory of currently available services Services can be searched by clients Execution of services is independent of Jini As backup, Jini also allows network protocol

8 How Jini Works

9 Separation of Interface & Implementation
Services may grant varying access to clients Entire service is downloaded and run locally Service object is a proxy to remote server Methods are remote calls to service, which actually does the work Both local and remote objects share work

10 Separation of Interface & Implementation
Client is not required to know network protocol between proxy & service Service responsible for service object; may communicate using RMI, CORBA, DCOM, etc.

11 Jini Program Design Player Games One player for all Games
Separate communication from game specific rules Generalize common game tasks Add/remove a player Take a turn Update Player state

12 Design – Games Interface GameProxy Interface Game Interface RemoteGame
BasicGameProxy AbstractGame TurnBasedGame HangmanProxy BlackjackProxy GuessingGame Hangman Blackjack

13 Design – Players Interface Player PlayerImpl (terminal based)
GuiPlayer (GUI based)

14 Terminal and GUI based clients have same functionality.

15 Implementation Lease Jini name service Register GameProxy GameProxy
Server Lookup Remote Game Player addPlayer, TakeTurn addPlayer, TakeTurn GameProxy (local processing)

16 Implementation – Code samples
Creating the server-side object: Game impl = new GuessingGame(); RemoteGame implProxy = (RemoteGame)exporter.export(impl); Creating the proxy: smartProxy = new BasicGameProxy(implProxy); Registering the proxy: ServiceItem item = new ServiceItem(null, smartProxy, attrs); reg = registrar.register(item, Lease.FOREVER);

17 Implementation – Code samples (cont.)
Player taking a turn: Player: protected void takeTurn(String action){ game.takeTurn(action,id); } GameProxy – this version just forwards to remote implementation: public void takeTurn(String action, Object id) throws RemoteException { impl.takeTurn(action,id); } player.setGameData(data); The rules for the game could be in the RemoteGame implementation, or the Game Proxy, or split between them.

18 CORBA

19 What is CORBA? Common Object Request Broker Architecture (CORBA) specification defines a framework for object-oriented distributed applications.. It is an open standard for heterogeneous computing. Allows distributed programs in different languages and different platforms to interact as though they were in a single programming language on one computer

20 Object Request Broker (ORB)
A software component that mediates transfer of messages from a program to an object located on a remote host. 0. Invocation ( with an object reference) 1. Locate CORBA objects and marshal parameters 2. Network Delay 3. Unmarshal parameters 4. Method Execution 5. Result marshal 6. Network Delay 7. Result unmarshal Client ORB ORB Server Network invocation 1 CORBA Object 2 3 4 execution 5 6 7

21 CORBA Objects and IDL Each CORBA object has a clearly defined interface specified in CORBA interface definition language (IDL). Distributed objects are identified by object references, which are typed by the IDL interfaces. The interface definition specifies the member functions available to the client without any assumption about the implementation of the object.

22 Example of IDL stockMarket.idl module stockMarket{
interface StockServer { float getStockValue (in string stockName); void setStockValue (in string stockName, in long value); } ………….. No Implementation details in IDL

23 Stub and Skeleton “Glue” that connects language-independent IDL interface specifications to language –specific implementation Automatically generated by IDL compiler Client ORB Object Stub

24 Design of the Game Project with CORBA
Centralized Version:

25 Two Games: Guess Game:

26 Two Games (Cont.) HangMan:

27 Design Details--IDL module GameApp{ interface Player {
void displayMessage(in string m); string getPlayerID(); }; interface GuessPlayer: Player interface HangmanPlayer: Player void drawMan(in long numWrong); interface Server { void addPlayer(in Player p); void removePlayer(in string playerID); void startGame(in string playerID); void QuitGame(in string playerID); void takeTurn(in string playerID); }; interface GuessServer: Server void takeTurn(in long number, in string playerID); interface HangmanServer: Server void takeTurn(in char w,in string word, in string playerID);

28 Design Details--UML

29 Design of the Game Project with CORBA
Decentralized Version Player1 return server info locate service Game Server Player2 Return partner info Create playerlist play Naming Service register Service

30 Design Details-IDL module GameApp { interface Player
void receiveMessage(in string m); string getPlayerID(); void startGame(in string data); void startNewGame(in string data); void QuitGame(); void response(string number, in string data); void takeTurn(); }; interface Server string addPlayer(in string p, in string ncRef);

31 Design Details- UML Interface generated By IDL Compile Implement by
programmer

32 Notes for CORBA decentralized version
The server do an only job: to find the partner for each client. This function also can be implemented by Name Service, So server is not essential component. The client need implement all the functions for communicate each other and playing the game Adding more games, or changing the game rules, need to Change class PlayerImpl, which implements main functions for client, and class server, and some minor changes to other classes.

33 Comparison Architectural comparison Ease of use Performance
Reusability

34 Architectural Comparison
CORBA used RMI Jini uses anything rmi, corba, tcp, etc. Jini uses Sun’s services CORBA uses many ORBs & separate services Jini uses Java only CORBA uses any language + IDL Jini allows pass-by-value and pass-by-reference pass-by-value uses object serialization pass-by-reference uses RMI CORBA only does pass-by-reference

35 Architectural Comparison – Example
Events: Jini sending event same as a method call to a RemoteEventListener CORBA separate EventChannel is used to relay events can be Push based or Pull based. Push and Pull and interoperate Conclusion: Jini is simpler CORBA is more powerful for events

36 Comparison – Events Jini: Register Event Source RemoteEvent Listener
notify(RemoteEvent) connect connect CORBA: Event Channel RemoteEvent Listener Event Source push push pull pull

37 Ease of use Similarities: Registering with name service:
Find name server Add binding About the same in Jini & CORBA Looking up a service/object Also same in Jini & CORBA Error Handling Code needs to deal with possible network problems

38 Ease of use Differences: Networking In CORBA: In Jini:
IDL compiler does all network handling Interfaces are created for building the service In Jini: Programer needs to make network decisions Often put into configuration files This reflects a difference in philosophy CORBA wants remote objects to look same as local objects Jini wants programmer to deal with network efficiently.

39 Performance Simulated user input driven program:
10 rounds of 100 method calls Jini version downloads code and runs locally Ave. Time w/ lookup Ave. Time w/o lookup Jini 1958 ms 109 ms CORBA 1163ms 241ms

40 Performance Centralized Guessing game test
Not randomized. Played 100 times Jini CORBA Time User 0.948 2.73s System 0.0625 0.46s Elapsed 4.17 5.98 Memory Player 13MB 49MB Server 48MB Naming 12MB 54MB

41 Reusability Method: In both cases little change was needed In CORBA:
Start with Guessing game Reuse code to make a new game In both cases little change was needed In CORBA: methods added to IDL game rules modified in Java Networking and book-keeping did not change In Jini: Abstract classes dealt with networking and book-keeping Subclasses implemented game rules Conclusions: Both Jini and CORBA facilitate reusable code


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