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Larry T. Chen

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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 communication between concurrent objects. We defined an active object as a threaded object with an event queue capable of handling events from other active objects via both active waiting and passive callback handling. We also added support for client/server-based collaboration by defining the sess... (more)

Developing Collaborative Games Using Active Objects

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 asynchronou... (more)