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Todd A. Busby

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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)

Developing Collaborative Games Using Active Objects

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)