Dear Al,

I still miss the discussion of the related work. You don't mention any other 
specific work, which is also reflected in the fact that you don't have a single 
reference. This makes your work, imho., not very strong and not really 
reliable, as it is mostly based on your own opinions and observations (use the 
"Rule of Three" to make it stronger!).

I still have the feeling (as I had with MDP) that you want to sell your ideas 
and therefore all your arguments are strongly biased. I think your work would 
improve if you also discuss when the pattern shouldn't be used and what the 
weak points are.

Do you plan to submit this work to a *PloP?


Regards,

Christian Köppe
| Docent Informatica | Hogeschool Utrecht | Institute for ICT | Nijenoord 1| 
kamer D01.20 | T. 030-2388056 | 3552 AS Utrecht-NL | 
[email protected]<mailto:[email protected]>|



________________________________
Van: [email protected] 
[[email protected]] namens Messaging Design Pattern 
[[email protected]]
Verzonden: zondag 1 mei 2011 1:31
Aan: Ralph Johnson
CC: [email protected]
Onderwerp: Re: [patterns-discussion] [gang-of-4-patterns] Live or Animated 
Object Design Pattern

Ralph,

Based on my earlier email, I've updated the draft. A section discussing related 
work (pages 12-14 in blue) has been added. This section includes detailed 
information comparing several models, implementations, and technologies.

http://java.net/projects/jt/downloads/download/Papers/MDPAnimated.pdf


Feel free to send any follow-up comment or concern based on the updated draft. 
I believe there are several differences between this approach and other 
approaches (in particulars with the Actors model). Hopefully I was able to 
capture these differences as part of the updated draft. I'll be happy to 
discuss these differences in order to get to the facts. Please keep in mind 
that this still work in progress (draft form). It is being refined based on the 
feedback received. Also we have something concrete (this new section) as the 
basis of further discussion. I just added three pages to the draft  based on 
your earlier message.

I agree with you earlier comments: I also think that these differences must be 
tangible and they should be clearly explained as part of the document. As I 
said earlier, I hope the new section (related work) helps in accomplishing that 
purpose.


Regards,

Al

--- On Tue, 4/19/11, Messaging Design Pattern <[email protected]> wrote:

From: Messaging Design Pattern <[email protected]>
Subject: Re: [gang-of-4-patterns] Live or Animated Object Design Pattern
To: "Ralph Johnson" <[email protected]>
Cc: [email protected], [email protected], 
[email protected], [email protected]
Date: Tuesday, April 19, 2011, 3:07 AM


Ralph,

I appreciate the feedback. I plan to update the draft and add detailed 
information comparing the design pattern with other models and technologies 
(similarities, differences,  advantages, disadvantages, implementation 
considerations, etc).


Regards,

Al
--- On Sun, 4/17/11, Ralph Johnson <[email protected]> wrote:

From: Ralph Johnson <[email protected]>
Subject: Re: [gang-of-4-patterns] Live or Animated Object Design Pattern
To: "Messaging Design Pattern" <[email protected]>
Cc: [email protected], [email protected], 
[email protected], [email protected]
Date: Sunday, April 17, 2011, 9:42 AM

It seems to me to be the same thing as the actor model, but you don't mention 
it.  There are a variety of actor languages out there, including some built on 
the JVM.  Often this happens through libraries rather than through compilers.   
Erlang is a good example of a hard-core actor language.   Scala has a variety 
of libraries that support actors.  One of the more recent and more popular is 
Akka.

People have been writing about this for a few decades and so I was surprised 
not to see any references to it.

-Ralph Johnson

On Sat, Apr 16, 2011 at 10:05 PM, Messaging Design Pattern 
<[email protected]> wrote:

Dear List members,

Please find enclosed a link to a draft discussing the Live or Animated object 
design pattern:

http://java.net/projects/jt/downloads/download/Papers/MDPAnimated.pdf

Any feedback would be appreciated. This draft also includes additional 
information about asynchronous concerns, best practices and implementation 
considerations.

Regards,
Al

Live or Animated object design pattern

Intent: This design pattern encapsulates component functionality, processing 
(threading) mechanism and the messaging functionality required to provide the 
component with independent behavior (a “live of its own” so to speak). This 
also means that the component uses its own independent processing mechanism or 
thread of execution. This design pattern improves decoupling, encapsulation and 
scalability while at the same time reducing complexity and overall 
implementation cost. Component functionality, processing/treading mechanism and 
messaging mechanism are decoupled entities, independent of one another. MDP 
messaging [2] allows the interchange of information (i.e. messages) between the 
animated component and other components or applications. Although decoupled and 
independent of one another, processing/threading mechanism and component 
functionality are completely encapsulated within a single entity: live or 
animated object.




Motivation: The implementation of traditional multithreaded applications is a 
complex undertaking which usually becomes costly, time consuming and prone to 
error. Defects related to are often encountered (thread management, 
synchronization, race conditions, deadlocks, etc). These software defects are 
difficult to avoid, reproduce and isolate.  Large multithreaded applications 
complicate the problem even further. The degree of complexity and risk 
considerably worsens as the number of threads and their interactions increases. 
Object oriented applications consist of a collection of components that 
interact with each other. In reality, some of these components should be 
modeled as live or animated components: They exhibit independent behavior, a 
“life of their own”......


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