Abstract
This is the first of a two-part series presenting a Java implementation of a
real-time multi-user blackjack game based on a collaborative, active object
framework. In this article, we will walk through the design of an active
object framework for developing collaborative client/server applications.
Important concepts, such as synchronous collaboration, active objects,
multicasting, sessions and events are defined and discussed.
Introduction
In the world of collaborative multi-user software, or groupware, there are
two main collaboration models: synchronous and asynchronous. The asynchronous
model allows multiple users to exchange and share information through
asynchronous messages, sent at different times to a central location. Plain
e-mail, bulletin boards and Lotus Notes are examples of asynchronous
groupware. The synchronous model, on the other hand, allo... (more)
Abstract
This is the second in a two-part series presenting a Java implementation of a
real-time multi-user blackjack game based on a collaborative, active object
framework. In the last article, we presented the design of an active object
framework for developing collaborative client/server applications. In this
article, we will use the active object framework to develop both the client
and server components of a collaborative blackjack game.
Review of the Active Object Architecture
In last month's article, we presented an active object framework which
supports event-based communi... (more)