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CSPP51037 Advanced Java Lesson 1

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Title: CSPP51037 Advanced Java Lesson 1


1
CSPP51037 Advanced JavaLesson 1
  • Introduction/Warmup
  • Java Socket Programming

2
Policies
  • Grade based on 3 large programming assignments
    final in-class quizzes.
  • You must write your own code for all assignments.
    The consequences for cheating are severe.
  • There will be a 3-day 10 penalty grace period
    for each assignment. After that, assignments will
    not be accepted.
  • Attendance is not required.
  • No auditors unless pre-approved!

3
Comments on course Topics
  • Will follow Volume 2 of Core Java fairly closely.
  • This includes many topics in distributed
    programming socket programming, URL classes,
    RMI, servlets, web services, JMS
  • Other advanced java features JDBC, graphics
    programming, advanced multithreading, JNI
  • Things not covered in depth EJB, CORBA, JSP
  • It is assumed that you know Horstmann Volume I
  • Detailed web page maintained througout course

4
Java Socket Classes
5
What is a socket?
  • Generally refers to a stream connecting processes
    running in different address spaces (across a
    network or on the same machine).
  • We say create a socket connection between
    machine A and machine B. This means, roughly,
    create input and output streams for sending data
    between programs running simultaneously on each
    machine.
  • The programs can then talk to each other.
  • This is lowest-level form of communication from
    application developers view

6
Sockets, cont.
  • Sockets represent a low-level abstraction for
    application communication.
  • Programmer is aware of a stream that connects two
    computers.
  • Programmer fully responible for
    managing/interpreting flow of bytes between
    computers
  • Higher-level techniques
  • message passing systems (MPI, SOAP, JMS),
    extensions to web servers (ASP, JSP, servelets,
    etc), distributed objects (CORBA, RMI), web
    services, etc.

7
More about sockets in Java
  • One of the good things about Java
  • Supported natively by the standard languages
    (j2sdk)
  • Distinction between high and low-level blurred
    somewhat by ability to wrap streams
    (ObjectOutputStream, etc.)
  • Still, socket programming differs from other
    distributed programming in its low-level nature.

8
Why is this paradigm useful?
  • Shared resources (web servers, ftp servers, mail
    servers)
  • Online auctions, exchanges, etc.
  • Data locality
  • Localize computing power
  • Crash protection
  • Software maintainability

9
Conceptual overview of basic client-server program
  • Write a program that dials up another program at
    a specified IP address running on a specified
    port. Call this program the client.
  • Second program (server) accepts connection and
    establishes input/output stream to client.
  • When server accepts, client can establish
    input/ouput stream to server
  • Client makes request of server by sending data.
    Server sends replies to client. Protocol must be
    defined so client/server understand can interpret
    messages.

10
Conceptual overview of basic peer-to-peer program
  • Two processes running on specific port of
    specific machine.
  • Either process can dial up the other process.
  • When connection is established, applications talk
    at a peer level, rather than one making requests
    and the other serving up those requests.
  • Will see many examples soon.

11
Socket Machinery in Java
12
Java classes for direct socket programming
  • Good news This is very simple in Java
  • Really only 3 additional classes are needed
  • java.net.InetAddress
  • java.net.Socket
  • java.net.ServerSocket

13
Most important classes/methods
  • java.net.Socket
  • Socket(InetAddress addr, int port)
  • create a Socket connection to address addr on
    port port
  • InputStream getInputStream()
  • returns an instance of InputStream for getting
    info from the implicit Socket object
  • OutputStream getOutputStream()
  • returns an instance of OutputStream for sending
    info to implicit Socket object.
  • close()
  • close connection to implicit socket object,
    cleaning up resources.

14
Important classes, cont.
  • java.net.ServerSocket
  • ServerSocket(int port)
  • enables program to listen for connections on port
    port
  • Socket accept()
  • blocks until connection is requested via Socket
    request from some other process. When connection
    is established, an instance of Socket is returned
    for establishing communication streams.

15
Important class, cont.
  • java.net.InetAddress
  • static InetAddress getByName(String name)
  • given a hostname name, return the InetAddress
    object representing that name (basically
    encapsulates name and IP associated with name)
  • static InetAddress getAllByName(String name)
  • same as above but for case where many ips mapped
    to single name (try www.microsoft.com, e.g.).
  • static InetAddress getLocalHost()
  • get InetAddress object associated with local
    host.
  • static InetAddress getByAddress(byte addr)
  • get InetAddress object associated with address
    addr

16
Error Handling
  • Very important to ensure that server is robust
    and will not crash.
  • Important Exceptions
  • InterruptedIOException
  • ConnectException
  • Be sure to close your sockets either after a
    crash or upon expected completion. Finally clause
    is useful here.

17
Examples
  • Best way to learn this is to study several
    canonical examples
  • See many simple course examples under
    standaloneClient package
  • Next, do simple EchoServer
  • Then, Threaded EchoServer
  • Then, fully synchronized tic-tac-toe
  • Then, chess game

18
Messages/Protocols
19
What is a message?
  • Technically, a structured piece of info sent from
    one agent to another.
  • Can be thought of as a set of commands with
    arguments that each agent understands and knows
    how to act upon.
  • Groupings of such commands are commonly referred
    to as a protocol.
  • HTTP, FTP, etc. are all protocols (get, put, ...)

20
Why write our own message-passing system?
  • Existing protocols might be totally inappropriate
    for the needs of an application.
  • An existing protocol may work but be too
    inefficient (e.g. SOAP).
  • In general, can fine-tune the protocol exactly to
    your application to minimize memory and
    bandwitdth overhead.

21
What about distributed objects?
  • Can be overkill when communication needs are
    simple.
  • Can be inefficient when transaction throughput is
    critical.
  • Rapid implementation takes precedence of
    sophisitication/flexibility
  • special network protocols need to be avoided
    (behind a firewall, etc.)
  • CORBA, RMI, etc. not available

22
Architecting a Message Passing System
  • Crucial point
  • Isolate communication details from application
    details. This is what we will discuss today. Your
    stand-alone objects should be well-defined and
    unaware of the message passing environment.
  • Provide a structured way to link messages to
    method calls on these objects.

23
Asynchronous vs. Synchronous Message Handling
  • Synchronous each agent waits for response after
    sending their message, then does work
    handshaking.
  • Aysnchronous (typical) work needs to be done
    after sending message. Doesnt know when reply
    will come, but single thread busy so cant
    process message.

24
Simple Chess Framework
  • We will illustrate some of these concepts by
    creating the framework for a two-person game of
    chess.
  • I say framework because the entire class
    structure and all methods are in place. However,
    the implementations of the methods are left
    incomplete. The hard work has been done, though,
    and what remains is totally isolated and
    algorithmic.

25
Base classes
  • We start with two abstract base classes
  • public abstract class BasicMessage
  • protected String id //command
  • protected Vector argList//arguments
  • //accessors/mutators go here
  • public abstract boolean Do()
  • When a message is received by an agent, the Do
    method is called to perform the appropriate
    action. Individual messages that subclass
    BasicMessage must implement this method.

26
BasicMsgHandler
  • Some comments on the BasicMsgHandler
  • Stores the input and output streams for reading
    and writing, wherever these come from.
  • readMsg marshals raw data and builds
    BasicMessage object uses buildMessage().
  • sendMsg unmarshals BasicMessage object and
    sends raw data tokens to stream.
  • run reads a message and processes (Do method)
    when something is in the input stream.

27
Base Classes, cont.
  • The second is a basic handler with support for
    both synchronous and asynchronous messages
  • public abstract class BasicMsgHandler implements
    Runnable
  • InputStream in
  • OutputStream out
  • //constructors, accessor/mutators
  • public BasicMessage readMsg() throws
    IOException
  • public void send Msg(BasicMessage) throws
    IOException
  • public void run() //calls readMsg
    continuously and processes
  • protected abstract BasicMessage
    buildMessage(String) //creates object

28
BasicMsgHandler
  • Contains functionality to do the following
  • marshal and unmarshal message tokens to/from
    BasicMessage objects.
  • read a message synchronously
  • send a message
  • read messages asychronously and call Do method to
    perform action associated with message.

29
Source code links
  • BasicMessage.java
  • BasicMsgHandler.java

30
Creating the local objects
  • At this point well step aside from the
    networking aspect and create the local,
    standalone ChessPlayer class.
  • The important point is that this class should
    have no knowledge that it will live in a
    networked environment. This division of labor
    greatly facilitates code maintenance, testing,
    and reuse.

31
ChessPlayer class
  • public class ChessPlayer
  • //constructors
  • //gets the next move (by reference)
  • public boolean nextMove(String from, String to,
    int mate)
  • //called as attempt by other player to move.
    accept or reject
  • public boolean acceptMove(String from, String to,
    int mate)
  • //called after other players acceptMove returns
    true
  • public void moveAccepted(String from, String to,
    int mate)
  • //called when other player quits
  • public void conceded()
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