topical media & game development
This chapter has given an overview of component technology.
It discussed standards for interoperability, including (D)COM,
CORBA and Java.
It gave an example application using both Java and CORBA,
and discussed the issues involved in extending an
existing library with CORBA.
- definitions -- components
- the technology matrix
- component myths -- (r)evolution
slide: Section 6.1: Objects versus components
In section 1,
we looked at some definitions of components
to clarify how component technology differs from
A brief overview of existing technology was given and
an attempt was made to demystify component-based development.
slide: Section 6.2: Standards for interoperability
In section 2 we looked in somewhat more
detail at component technologies that,
each in their own way, set a standard for interoperability.
slide: Section 6.3: The Java platform
In section 3,
we discussed the Java platform from a variety of perspectives,
as listed in slide
We weighted the pros and cons of Java
from each of these perspectives,
that Java is a promising platform.
- agent, workgroup, agenda, appointment
- CORBA server, Java applets
slide: Section 6.4: An Internet-based workgroup application
In section 4, we looked at the outline
of a simple workgroup application,
that allows for creating appointments mediated
by agents that act as a representative of a user.
The workgroup illustrates the use of Java applets
and CORBA servers.
- factories -- (distributed) object tables
- server wrappers -- remote objects
- client-side adaptors -- transparent typing
slide: Section 6.5: Crush -- extending hush with CORBA
Finally, in section 5,
we discussed the issues involved in extending a framework
such as hush with CORBA.
Apart from the definition of interfaces and server wrappers,
we defined client-side adaptors to attain a transparent
integration of CORBA object handles and the types
native to the framework.
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