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Third USENIX Conference on Object-Oriented Technologies (COOTS), 1997
   
[Technical Program]
Supporting
Synchronous Groupware with Peer Object-Groups Jorge Paulo F. Simão*, José A. Legatheaux Martins, Henrique João L. Domingos, and Nuno Manuel R. Preguiça* Dept. of Computer Science, Faculty of Sciences and Technology, New University of Lisbon 2825 Monte Caparica - Portugal {jsimao, jalm, hj, nmp}@di.fct.unl.pt *Work partially
supported by PRAXIS XXI scholarships. Abstract We propose the peer object-group
design pattern as a suitable architectural solution to structure
and implement synchronous groupware applications. We discuss a
reliable group communication subsystem and a distributed objects
model, implemented in Java, used to realize the approach. 1. Characterizing Groupware "Computer Supported Cooperative Work" - CSCW, deals with the use of computer systems by people to cooperatively work on common tasks. Groupware is software specially built to allow people to work cooperatively. Groupware and user interaction can be roughly classified in two broad classes - asynchronous or different-time, and synchronous or same-time. When using asynchronous groupware, users work not necessarily in the same time-frame and interact for long periods of time (e.g. in the joint development of a software project). When using synchronous groupware users work in a tightly-coupled manner during relatively short common time-frames (e.g. during a distributed meeting). The synchronous and asynchronous cooperation paradigms are not alternatives, but rather complementary; real work is most often performed alternating asynchronous work with synchronized periods. We are in the process of investigating generic system-level services to support and allow simple development of robust groupware applications (this on-going research work is done in a project called DÁgora in the Computer Science Department - "Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa"). In this text we will focus on system support for synchronous groupware. In particular, we will discuss structuring and programming abstractions based on group-communication and object-groups specially devised to help in the development of synchronous groupware applications (SGA). A virtually common feature to all SGA is the
provision of a shared workspace which users use to communicate
and cooperate during a synchronous session. For acceptable
productivity, users need to have an accurate notion of what the
state of the shared workspace is. In particular, users should
have mutually consistent views of the state of the workspace and
should see each others actions as soon as possible. SGA are also
interactive applications by nature, so it is required that the
system responds and evolves accordingly to users expectations
[1]. Users desire short or immediate response times; preferably,
similar to that found in single user applications. Users do not
find acceptable to wait a considerable amount of time to perform
some operation (e.g. to update a shared object). Because users
tend to divide/phase tasks into smaller sub-tasks and user
communication and cooperation has multiple facets, SGA should be
seen not as monolithic applications but rather as a collection of
tools aggregated in the context of a single session (e.g.
including a tool for shared drawing, a tool for message
exchanging, a tool for text or document editing, tools providing
audio and video channels, user activity awareness, coordination,
etc.). From a software-engineering perspective, it is also
preferable to use a generic multi-tool approach than to provide
all the functionality from scratch in every application. 2. Design Alternatives to Support Distributed Synchronous Groupware A commonly used architectural approach to support distributed SGA is the client-server paradigm. A central server is used to manage the shared workspace, to perform concurrency control on user accesses, and to provide other session related services (e.g. user activity awareness). User processes use the server to operate on shared resources and to disseminate information to other users. While this is a very well understood paradigm, and it is simple to realize, it presents major drawbacks: fault-tolerance and scalability, since it is based on a central server. Moreover, performance can be somewhat injured by this architectural approach, although clients may replicate/cache parts of shared workspace in order to mitigate the problem. A variation is the centralized application-distributed interface approach, where a single application multiplexes user interaction and disseminates output across several user interfaces. It presents the same problems as the client-server approach, and is in general less flexible. An alternative is the replicated-server, or object-group, approach. A group of servers actively replicates objects and/or service state. Even if a subset of servers crashes or becomes unreachable, the service will be available as long as some of them remain reachable (one or the majority - depending on consistency criteria). This approach is very suitable for many distributed fault-tolerant services, but still presents some drawbacks in the context of SGA. Because users want to have accurate views of the shared workspace, and because users actions are largely driven by other users actions, extra mechanisms for event notifications are required. Preliminary experience on scalable,
fault-tolerance, distributed systems has suggested that migrating
complex system functionality from servers to clients may be a
suitable design option. This argument, the need for flexibility
in tool building, and the low-latency requirements of SGA,
suggests, in our view, a much more natural approach - the peer
object-group approach. 3. The Peer Object-Group Design Pattern In the peer object-group approach the shared workspace managed by SGA is materialized as a collection of objects replicated amongst users local environments. Each local environment holds a replica for every object the associated user is currently accessing or working on. The set of replicas for a given object constitutes a (peer) object-group. Consistency amongst the replicas is kept by a group-communication subsystem implementing appropriate consistency criteria. Shared objects are mapped to object-groups and operations on the objects are mapped to (reliable) multicast operations. Figure 1 schematically illustrates the model. Users gain access to objects by dynamically joining the corresponding object-groups - which may involve the transparent transfer of the object's current state to the local replica. When no longer interested in the objects, users leave the object-groups. Users keep accurate views of the shared state since updates are received by all object-group members; no provisions for additional notification mechanisms is required. Latency in object manipulation is improved because no intermediate entities are present. Fault-tolerance and availability is also improved; a K-degree of fault-tolerance is achieved as long as K+1 members keep copies of shared objects.
Figure 1 - The peer
object-group design pattern. Different shared-objects may have different
replication consistency requirements, meaning that the underlying
group-communication sub-system should provide group-protocols
with different service semantics. The selection of object-groups
granularity must inevitably be tool and protocol driven; the
lighter-weighted the protocols are, the finer the granularity can
be. 4. Object-Oriented Group-Protocol Implementation and Composition The essential component to realize the peer
object-group approach is the group-communication subsystem, which
provides group membership and message passing services. Those
services are implemented by group-protocols and accessed through
the combined use of a user-to-protocol service request interface
and a protocol-to-user event notification interface. The former
includes methods for message sending and multicasting as well as
group management. The later includes methods for message delivery
and group membership view change notifications. 5. Object-Groups Management and Session Services In addition to a group-communication subsystem
SGA programming can benefit from the provision of other more
specific services. Mechanisms and services are required for the
naming and binding to sessions, for the management of the
object-groups in the shared workspace, and to enable user
activity awareness.
Figure 2 - Objects conceptual model. 6. Experience and Future Work As described, we have developed up to this
point the framework for protocol composition, a set of stackable
group-protocols and the distributed objects model. We have tested
the suitability of our ideas implementing a demo white-board
tool. It is a simple tool which manages a shared drawing canvas
and requires only one object-group to be implemented. It was
tested with only a small number of users in a local network. In
this restricted setting, system response has reveled to be quite
acceptable, i.e. system performance did not suffer significant
degradation when operating on replicated shared objects.
Additional experience and performance measures are required to
analyze system behavior in more general environments. References [1] C.A. Ellis, S.J. Gibbs, and G.L. Rein, Groupware - Some issues and experience, Communication of the ACM, vol. 34, n.1, Jan. 1991. [2] van Renesse, Robbert, Birman, Kenneth P., Friedman, Roy, Hayden, Mark, and Karr, David A., A Framework for Protocol Composition in Horus, in proceedings of the 14th IEEE International Conference on Distributed Computing Systems, 1994. [3] Gosling, James, McGilton, Henry, The Java(tm) Language Environment: A White Paper, Sun Microsystems, 1995. [4] Kenneth P. Birman, and Thomas A. Joseph, Exploiting Virtual Synchrony in Distributed Systems, Department of Computer Science, Cornell University, 1987. [5] Karsenty, Alain, and Beaudouin-Lafon, Michel, An Algorithm for Distributed Groupware Applications, in proceedings of the 13th IEEE International Conference on Distributed Computing Systems, 1993. |
This paper was originally published in the
Proceedings of the Third USENIX Conference on Object-Oriented Technologies (COOTS),
June 16-20, 1997,
Portland, Oregon, USA
Last changed: 30 April 2002 aw |
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