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Flexible state sharing and consistency mechanism for interactive applications

机译:交互式应用程序的灵活状态共享和一致性机制

摘要

A system, method and computer program storage device providing event and/or state sharing support e.g., for building object-oriented interactive groupware in wide-area distributed environments (such as the Internet). For collaborative applications programmed using events, mechanisms are provided for sharing application-specific events. For example: an event based programming model allows applications to post an event and triggers corresponding ERUs (Event Reaction Unit) in reaction to a received event; preconditions for control activation of ERUs; and event consistency policy objects implement application specified event consistency model. Some policy examples are: a policy in which event order is not guaranteed, but all events are guaranteed to be sent to the ERUs eventually; and a policy that first triggers local ERUs and then posts the event to the server. An out-of-order event is detected using the event notification from the server; and an automatic detection of out- of-order events seen by ERUs in the local workstation in this optimistic event execution model. For applications requiring support for state sharing, an asynchronous model for updating replicated state, which supports atomicity of updates across multiple shared objects is described. Coupled with a flexible marshaling framework, this allows existing application data-structure classes to be easily extended and made shareable. To solve the problem of replica consistency, a novel combination of three mechanisms is used: global locks; detection of incorrect update ordering; and cloning a subset of the shared objects for state re-initialization. To reduce network load due to fine-grained user interaction, a framework for application specified event batching, called Late Event Modification (LEM), enhances the event interface to allow applications to modify the event objects after posting them to the set.
机译:提供事件和/或状态共享支持的系统,方法和计算机程序存储设备,例如用于在广域分布式环境(例如因特网)中构建面向对象的交互式组件。对于使用事件进行编程的协作应用程序,提供了用于共享特定于应用程序的事件的机制。例如:基于事件的编程模型允许应用程序发布事件并响应于接收到的事件而触发相应的ERU(事件反应单元); ERU控制激活的前提条件;事件一致性策略对象实现应用程序指定的事件一致性模型。一些策略示例是:一种策略,在这种策略中不能保证事件顺序,但是可以保证所有事件最终都将发送到ERU。以及首先触发本地ERU,然后将事件发布到服务器的策略。使用来自服务器的事件通知检测到乱序事件;并在这种乐观事件执行模型中自动检测本地工作站中ERU看到的乱序事件。对于需要状态共享支持的应用程序,将描述一种用于更新复制状态的异步模型,该模型支持跨多个共享对象进行更新的原子性。加上灵活的封送处理框架,这使得现有应用程序数据结构类可以轻松扩展并实现共享。为了解决副本一致性问题,使用了三种机制的新颖组合:全局锁;检测错误的更新顺序;并克隆共享对象的子集以进行状态重新初始化。为了减少由于细粒度的用户交互而导致的网络负载,用于应用程序指定的事件批处理的框架(称为后期事件修改(LEM))增强了事件接口,以允许应用程序在将事件对象发布到集合之后对其进行修改。

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