A Comparison of Jini and CORBA Andrew See Liyuan Yu Zhongying Wang Michael Collins Outline Introduction Motivation Overview Jini Background Design/Implementation CORBA Background Design/Implementation Comparisons Architectural Comparison Ease of use Performance Reusability 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. 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 Jini 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 Runtime Architecture Federation of services 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 How Jini Works 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 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. Jini Program Design Player One player for all Games Games Separate communication from game specific rules Generalize common game tasks Add/remove a player Take a turn Update Player state Design – Games Interface GameProxy Interface Game Interface RemoteGame BasicGameProxy AbstractGame TurnBasedGame HangmanProxy BlackjackProxy GuessingGame Hangman Blackjack Design – Players Interface Player PlayerImpl (terminal based) GuiPlayer (GUI based) Terminal and GUI based clients have same functionality. Implementation Lease Jini name service Register GameProxy GameProxy Lookup Server Remote Game Player addPlayer, TakeTurn addPlayer, GameProxy TakeTurn (local processing) 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); 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. CORBA 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 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 Client ORB Network ORB Server object reference) 1. Locate CORBA objects and marshal parameters invocation 0 1 CORBA Object 2. Network Delay 3. Unmarshal parameters 4. Method Execution 5. Result marshal 6. Network Delay 7. Result unmarshal 2 3 5 4 execution 6 7 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. 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 Stub and Skeleton “Glue” that connects language-independent IDL interface specifications to language –specific implementation Client Object Object Stub Client Stub ORB Automatically generated by IDL compiler Design of the Game Project with CORBA Centralized Version: locate service return server reference locate service Naming Service return server reference Player1 Player2 play register Service play play Game Server Two Games: Guess Game: Two Games (Cont.) HangMan: 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); }; }; Design Details--UML <<interface>> GuessPlayer <<interface>> HangmanPlayer <<interface>> GuessServer <<interface>> HangmanServer +takeTurn() +takeTurn() <<interface>> Interface1 <<interface>> Player +addPlayer() +removePlayer() +StartGame() +QuitGame() +takeTurn() +getPlayerID() +displayMessage() implements Automatically generated by IDLtoJAVA compiler implements Java Implementation GameServerImpl PlayerImpl +addPlayer() +removePlayer() +StartGame() +QuitGame() +takeTurn() +getPlayerID() +DisplayMessage() GuessPlayer HangmanPlayer GuessServerImpl HangmanServerImpl +DrawMan() +takeTurn() +takeTurn() Design of the Game Project with CORBA Decentralized Version play Player1 return server info locate service return server info Naming Service Player2 locate service register Service Return partner info Create playerlist Game Server Return partner info 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); }; }; Design Details- UML Interface generated By IDL Compile Implement by programmer 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. Comparison Architectural comparison Ease of use Performance Reusability 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 Architectural Comparison – Example Events: Jini CORBA sending event same as a method call to a RemoteEventListener 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 Comparison – Events Jini: Register Event Source CORBA: Event Source RemoteEvent Listener notify(RemoteEvent) connect connect Event Channel push push pull pull RemoteEvent Listener 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 Ease of use Differences: Networking In CORBA: IDL compiler does all network handling Interfaces are created for building the service In Jini: Programer needs to make network Often put into configuration files decisions This reflects a difference in philosophy CORBA wants remote objects to look same as local objects Jini wants programmer to deal with network efficiently. Performance Simulated user input driven program: 10 rounds of 100 method calls Jini version downloads code and runs locally Jini Ave. Time w/ Ave. Time lookup w/o lookup 1958 ms 109 ms CORBA 1163ms 241ms Performance Centralized Guessing game test Not randomized. Played 100 times Time Memory Jini CORBA User System 0.948 0.0625 2.73s 0.46s Elapsed Player 4.17 13MB 5.98 49MB Server Naming 13MB 12MB 48MB 54MB Reusability Method: 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: Start with Guessing game Reuse code to make a new game Abstract classes dealt with networking and book-keeping Subclasses implemented game rules Conclusions: Both Jini and CORBA facilitate reusable code