Steam : an asynchronous messaging framework for active objects
| dc.contributor.author | Wierenga, Paul Andrew. | en_US |
| dc.contributor.supervisor | Cheng, Mantis Hoi Ming. | en_US |
| dc.date.accessioned | 2008-04-10T06:01:12Z | |
| dc.date.available | 2008-04-10T06:01:12Z | |
| dc.date.copyright | 2005 | en_US |
| dc.date.issued | 2008-04-10T06:01:12Z | |
| dc.degree.department | Department of Computer Science | |
| dc.description.abstract | This thesis describes a framework for building a distributed concurrent system based on the active object paradigm. An active object is an agent, such as a state machine, that only executes in response to messages it receives, and can only communicate with other agents by sending messages. Steam consists of a programming model, an application programming interface and a concurrent runtime system to support the model. Steam offers an efficient implementation of active objects. The implementation also supports location transparency, dynamic re-configurability, and a form of atomicity. Steam is designed as a generic fi-amework suitable for application in a variety of domains. It can be used directly as a runtime system embedded within an application (eg. in a C program) or as a virtual machine for a concurrent programming language such as COOL. | en_US |
| dc.identifier.uri | http://hdl.handle.net/1828/621 | |
| dc.subject.lcsh | Computer software | en_US |
| dc.title | Steam : an asynchronous messaging framework for active objects | en_US |
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