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Law-governed regularities in object systems part 1 An abstract model. Theory and Practice o

Law-governed regularities in object systems part 1 An abstract model. Theory and Practice o
Law-governed regularities in object systems part 1 An abstract model. Theory and Practice o

Law-Governed Regularities in Object Systems;

Part 1: An Abstract Model

By: Naftaly H. Minsky

March 1995

Computer Science Department1

Rutgers University

New Brunswick, NJ 08903

Tel: 908-445-2085

Net Address: minsky@https://www.wendangku.net/doc/9018102572.html,

Abstract

Regularities, or the conformity to unifying principles, are essential to the comprehensibility, manageability and reliability of large software systems. Yet, as is argued in this paper, the inherent globality of regularities makes them very hard to establish in traditional methods. This paper explores an approach to regularities for object systems which greatly simplifies their implementation, making them more easily employable for taming of the complexities of large scale software. This approach, which is based on a generalized concept of law-governed architecture (LGA) introduced in this paper, provides system designers and builders with the means for establishing a fairly wide range of useful regularities simply by declaring them formally and explicitly as the law of the system. Once such a law-governed regularity is declared, it is enforced by the environment in which the system is developed.

keywords:Complexity in software, regularities, object-systems, software-development environments.

1Work supported in part by NSF grant No. CCR-9308773.

1. Introduction

In his classic paper "No Silver Bullet" [1], Brooks cites complexity as a major reason for the great difficulties we have with large software systems, arguing that "software entities are more complex for their size than perhaps any other human construct," and that their "complexity is an inherent and irreducible property of software systems" [emphasis mine]. Brooks explains this bleak assessment as follows: "The physicist labors on, in a firm faith that there are unifying principles to be found ... no such faith comforts the software engineer."

Brooks is surely right in viewing conformity to unifying principles, i.e.,regularities, as essential to our ability to understand and manage large systems. The importance of such regularities can be illustrated with examples in many domains: the regular organization of the streets and avenues in the city of Manhattan greatly simplifies navigation in the city, and the planning of services for it; the protocol that all drivers use at intersections of roads makes driving so much easier and safer; and the layered organization of communication-networks provides a framework within which these systems can be constructed, managed and understood. In all these cases, and in many others, the regularities of a system are viewed as an important aspect of its architecture.

Yet, in spite of the general importance of regularities and their critical role in the taming of the complexity of systems, regularities do not play an important role in the architecture of conventional software systems, as indicated by the above mentioned quote from Brooks’ paper . This is partially because simple regularities of repetition can be easily abstracted out and "made into a subroutine," in Brooks’ words [1] --- but, as we shall see, there are other, more subtle kinds of regularities that may "comfort the software engineer," if they can be easily and reliably established. We believe that the main impediment for regularities in software is that they are inherently hard to implement reliably.

The problem with the implementation of regularities stems from their intrinsic globality. Unlike an algorithm or a data structure that can be built into few specific modules, a regularity is a principle that must be observed everywhere in the system, and thus cannot be localized by traditional methods. One can, of course, establish a desired regularity by painstakingly building all components of the system in accordance with it. But, as we shall argue in the following section, such a "manual" implementation of regularities is laborious, unreliable, unstable and difficult to verify and to change. While certain regularities are usually imposed on a system by the programming languages in which it is written, languages do not, and, as we shall argue later, probably cannot, support a sufficiently wide range of regularities.

The thesis advanced by this paper is that for regularities to become practical as a means for simplifying large systems, they ought to be formally specifiable for a given system, and then enforced by some kind of higher authority. We demonstrate the validity of this thesis by showing how a fairly wide range of regularities can be established for object systems under law-governed architecture(LGA). Broadly speaking, under this architecture a desired regularity can be established for a given system by declaring it formally and explicitly as the law of the system, to be enforced by the environment in which the system is developed. Besides the ease of establishing regularities in this way, the resulting law-governed regularities should be much more reliable and more flexible than manually implemented ones.

The rest of this paper2is organized as follows. We start, in Section 2, with a discussion of the nature of regularities in software, and with an analysis of their implementation difficulties. In Section 3 we provide a brief overview of LGA, with an informal illustration of the manner in which regularities are established under this architecture, and of the manner in which these regularities may evolve and be refined throughout the evolutionary lifetime of a system; we conclude this section with a discussion of related work by other researchers. Section 4 introduces an abstract model of LGA for object systems --- a major generalization of the model described in [15] --- and we briefly discuss two concrete realizations of this model that have been implemented so far under the Darwin/2 environment: one for an object-oriented version of Prolog, and one for the Eiffel language. The abstract LGA model is used in Section 5 to examine a sample of law-governed regularities that can be efficiently enforced under Darwin/2, along with a brief discussion of the their expected benefits.

2. The Nature of Regularities, and their Implementation Difficulties

The term "regularity" refers in this paper to any global property of a system; that is, a property that holds true for every part of the system, or for some significant and well defined subset of its parts. Thus, the statement "class B inherits from class C," in some object-oriented system, does not express a regularity, since it concerns just two specific classes; but the statement "every class in the system inherits from C" does express a regularity, and so does the statement "only class B inherits from C," both of which employ universal quantification.

One well known example of a regularity in software is the concept of layered architecture. By saying that a given system S is layered we generally mean that the modules of a system are partitioned into groups called "layers", such that any given module can call only modules at its own

2A short and non-technical version of this paper has been presented in the 1993 workshop on Software Design, and will be published in [20].

layer, or at the layer immediately below it. Another important regularity is encapsulation-- the principle that no object in a system can penetrate the interior of another object. Both of these are global statements about a system that involve universal quantifiers, and are thus properly called regularities.

In addition to such almost universally useful regularities, a given system may benefit from a variety of regularities designed specifically for it. As an example of such a "special purpose" regularity, consider the following token-based protocol which might be employed by a system S with concurrently running threads in order to ensure mutual exclusion with respect to a given operation O:

(a)No thread performs operation O unless it possesses a certain token T.

(b)Initially, there is only one copy of T in the system.

(c)Token T may be transferred from one place in the system to another, but cannot be

duplicated.

Note that to be effective, this protocol must be obeyed everywhere in the system, because the desired mutual exclusion would be endangered by any violation of this protocol, even by a single thread. In other words, this protocol must be a regularity.

The utility of regularities in large systems is almost self evident, but their implementation is very problematic. Conceptually the simplest, and currently the most common, technique for establishing regularities is to implemented them manually; that is, to carefully construct the system according to the desired regularities. The problems with this approach, which are due to the inherent globality of regularities, are exemplified by the following difficulties one would have with the above mentioned token-based regularity (or protocol), if it is to be implemented manually:

1.It would be very difficult to carry out this implementation, because it must be done

painstakingly in many different parts of the system. It would, in particular, be

difficult to ensure that no thread in the system S ever performs operation O without

possessing the token T, and that no extra copy of T is ever made, anywhere in the

system.

2.Any verification(formal or informal) that a given system satisfies this protocol,

involves the analysis of all(or, at least, many) parts of the system.

3.This protocol would be very unstable with respect to the evolution of the system.

Indeed, even if we are able to ascertain that the protocol is satisfied by a given

version of the system, we cannot have much confidence in its satisfaction in future

versions. Because, due to the global nature of the protocol, it can be compromised by

a change anywhere in the system.

4.Finally, this protocol would be very difficult to change, even if the change itself is

small, because such a change would have to be introduced manually into many parts

of the system. Changes spread out in this way are very expensive and notoriously

prone to error.

Since these problems are quite clearly endemic to all manually implemented regularities, it follows that it would be much better for regularities to be imposed on a system by some kind of "higher authority".

Perhaps the most obvious such authority that can impose regularities on a system is the programming language in which this system is written. In fact, certain types of regularities are routinely imposed by various languages on the programs written in them. These include block-structured name scoping,encapsulation,inheritance, and various regularities involving types. In spite of the obvious importance of such built-in regularities, the imposition of regularities by means of a programming language has several serious limitations.

1.Only very few types of regularities can be thus built into any given language; and a

regularity built into the very fabric of a language tends to be rigid, and not easily

adaptable to an application at hand.

2.Regularities that do not have universal applicability should not be built into a general

purpose language.

3.Programming languages usually adopt a module-centered view of software. They deal

mostly with the internal structure of individual modules, and with the interface

between pairs of directly interacting modules. But languages generally provide no

means for making explicit statements about the system as a whole, and thus no means

for specifying inter-module regularities beyond what is built into the language itself.

There is, for example, no language known to the author that provides the means for

imposing a layered structure on a system, although one can of course build such a

structure manually.

https://www.wendangku.net/doc/9018102572.html,nguage-imposed regularities are obviously not effective for multilingual systems,

where regularities are particularly needed.

For all these reasons it follows that the imposition of regularities requires a software architecture that provides a global view of systems; such is our law-governed architecture overviewed in the following section.

3. An Overview of Law-Governed Architecture (LGA)

The main novelty of law-governed architecture(LGA) is that it associates with every software development project P an explicit and global set of rules L, collectively called the law of the project, which is enforced by the environment that manages this project. The law governs the following aspects of the project under its jurisdiction:

1.The structure of the systems produced by this project.

2.The structure of the object base which represents the state of the project.

3.The process of software development.

4.The evolution of the law itself.

The unified treatment of the above, seemingly distinct, aspects of software development by means

of a single, formal, notion of law provides a synergistic effect that could not have been achieved by treating them separately. This treatment has, in particular, the following consequences:

First, since the law is enforced, it reflects the actual structure of the implemented system. Such a law should be helpful for software understanding because, unlike conventional specification of structures, it can be truly relied on when reasoning about a system. Second, the law is prescriptive because changes to the system which violate the law would be rejected by the environment. Thus, the law of a project establishes evolutionary invariants, as long as the law itself is not changed. Finally, the self-regulatory evolution of the law can provide software developers with a carefully circumscribed flexibility with respect to the structure of the system. For example, in a project that imposes layered structure, the manager may be empowered to authorize specific types of exceptions to the strict layering.

3.1. The Nature of the Law, and its Enforcement

Broadly speaking, the law governs the system under its jurisdiction by regulating various types of interactions between its component-objects (including program modules and the programmers that develop them) mostly ignoring the internal details of these objects. We distinguish between two kinds of regulated interactions:

1.The interactions between programmers and the system under development, including

the creation, destruction and modifications of program-modules, as well as the

modification of the law itself by the addition and deletion of rules.

2.The Interactions between the component-parts of the system being developed, such as

the exchange of messages between them, or relationships between modules such as

inheritance between classes.

Although the law treats both kinds of interactions uniformly, it is enforced differently with respect to them, as illustrated in Figure 3-1. The rules that regulate the former kind of interactions, thus governing the process of evolution of a given project P, are enforced dynamically, when the regulated interaction happens. On the other hand, the rules that regulate the latter kind of interactions, thus governing the structure and behavior of any system developed under P, are enforced largely statically, when the individual program modules are created and modified, and when a set of modules are grouped into a configuration, to be compiled into a single executable code.

3.2. The Object Base of a Project

The state of the project under Darwin/2 is represented by an object base B. It is a collection of objects of various kinds: including modules, which are the components of the systems under construction;builders, which serve as loci of activity for the people (such as programmers and managers) that participate in the process of software development; and rules, which are the component parts of the law.

Every object in B has a collection of attributes associated with it, called the exterior of the object. For example, a module m in B may have an attribute level(3)in its exterior, signifying that this module belongs to the 3rd layer of the system being developed;m may also have an attribute programmer(b), which identify the builder-object b as the programmer responsible for this module. With few exceptions, the Darwin environment has no built-in semantics for the attributes of objects, but such semantics may be established by the law of a given project B. For example, the law may permit modules to be updated only by their programmers (as defined by the attribute programmer mentioned above) and the law may impose constraints on the exchange of messages between modules based on the levels they belong to (as defined by the attribute level in their exterior).

3.3. The Initialization of a Project

A software development project starts under Darwin/2 with the definition of its initial law, which defines the general framework within which this project is to operate and evolve; and, in some analogy with the constitution of a country, it establishes the manner in which the law itself can be refined and changed throughout the evolutionary lifetime of this project. We will consider here an informal example of such an initial law, designed to support the development of layered systems. The part of this law that deals with regularities imposed on the system produced by this project is formalized later on in this paper. For a complete formalization of a very similar initial law the reader is referred to [15] where an almost identical example is discussed in greater detail. (This old example has been chosen intentionally, so that it does not have to be formalized completely here).

3.4. A Law of Evolving Layered Systems -- an Informal Example

We consider in this section a software development project P, and the initial law L0that governs it. Broadly speaking,L0partitions the modules of any system developed under P into groups called "layers". Using this grouping,L0imposes what we call the layering constraint on the interaction between modules. Furthermore, this initial-law provides for a carefully circumscribed evolution of the law itself, allowing the manager of the project and its various programmers to

establish certain kinds of additional regularities, throughout the course of software development. In particular, each programmer is authorized to specify which messages are acceptable to his own modules, subject to the layering constraint, while the manager of the project is authorized to impose global prohibitions over the exchange of messages between the modules of the system, above and beyond the layering constraint. This law is presented here as consisting of four informally specified rules (enclosed in boxes) that govern various aspects of the project under its jurisdiction. (Of these, rules r3 will be formalized in Section 5.)

Rule r1 below determines the structure of the object-base that would support project P throughout its evolutionary lifetime.

r1: The objects representing program-modules are partitioned into layers; the objects representing the builders of the system are partitioned into two roles:manager and programmer; and each module is designated as being owned by some programmer.

Technically, these partitions are defined by certain attributes associated with the various objects populating this project. The semantics of the resulting groupings of these objects is defined, in effect, by the other rules in this law, as we shall see.

Rule r2 governs the process of development and evolution under project P, by establishing the authority of the various builder-roles.

r2: A manager can create programmer-objects, and a programmer can make modules, becoming the owner of each module he makes. The owner of a module can program it, set its level, remove it, and pass its ownership to some other programmer.

This rule defines, in effect, what it means to be the manager of a project, and what it means to be an owner of a module. Note that the Darwin/2 environment itself has no built-in concept of a "manager" or of "ownership", but, as we have just seen, it provides for such concepts to be established specifically for each project, by means of its law.

Rule r3 governs the structure of the system being developed, by specifying the condition under which modules will be allowed to exchange messages. One of these conditions is the above mentioned layering constraints, the other two are the hooks that allow the manager of the project, and its programmers to have their say about the structure of the system.

r3: A message m from s to t is permitted only if the following three conditions are satisfied:

1.the message obeys the layering constraint;

2.it is acceptable to the target module t(as defined by the acceptable-rules, which,

according to rule r4 below can be written into the law only by the owner of t);

3.this message is not prohibited(as defined by prohibited-rules, which, according to

rule r4 below, can be written into the law only by the manager).

Finally, rule r4 governs the evolution of the law itself, allowing the manager of the project, and the various programmers to refine the regularities of the system during its development.

r4: The law can change only as specified below:

1.Every programmer can add to the law (and remove from it)acceptable-rules, which,

according to r3, define which messages are acceptable to any of his own modules, and

which module should be allowed to send these messages.

2.A manager can add to the law (and remove from it) arbitrary prohibited-rules,

which, according to r3, serve as prohibitions.

Note that this particular law, which is, of course, merely an example of what can be done under LGA, establishes a framework which is analogous to, but much more general than, the conventional module-interconnection frameworks(MIFs) which are based on selective export, as in Eiffel [12] in particular. The analogy comes from an apparent similarity between Eiffel’s export statements, and our acceptable-rules. Both are anchored on a module, defining the kind of messages that can be sent to it.3Yet, our example-law has several characteristics which are unmatched by Eiffel, or by any conventional MIF known to the author (such as the one based on imports of interfaces used in Modula-3 [2]).

First, under this law the layering constraint is an invariant of the evolution of this project--unchangeable even by its manager. Our ability to establish such invariants of evolution, without them being hard-wired into the environment, or into the language at hand, can attest to the power of this architecture. (As a possible refinement of this initial law, we shall show in Section 5.1.1 that it is possible to provide for a controlled exception mechanism from such an invariant.)

Second, even our acceptable-rules are significantly more general than the conventional export-statements. In particular, the Eiffel’s export-statements in a given module m list explicitly the names of the modules that can send a given message to m(unless it is a universal export). In our case, on the other hand, the analogous specification, by means of the acceptable-rules, can

3While the export-statement must be included textually within a module, our acceptable-rules are writable by the owner of the module they are anchored on -- not a major difference.

be by some condition defined over the attributes of the various modules of the system. These allows programmers to formulate general prescriptive policies, concerning the use of their modules. Here are two, informally stated, examples of policies concerning a given module m that can be expressed by means of a single acceptable-rule writable by the programmer of m.

?Module m can accept messages from every module at the layer of m.

?Module m can accept a specified message from every module owned by a programmer

Jones.

The formal statement of these rules will be given later on in this paper.

Finally, the prohibition-clause in rule r3 provides the manager of the project with a veto power over the exchange of messages between modules, which, as we shall see later, can be used by him to establish some general policies about the system being developed.

3.5. On the Implementation of Darwin/2

The Darwin/2 environment is currently implemented in Prolog, but is built to support the development of systems written in various languages. Darwin/2 has essentially two layers:

1.The abstract, language-independent, layer, that implements what we call the abstract

LGA model.

2.The concrete layer, that contains a set of language interfaces, one for each

programming language which may be used by any of the modules of the system.

(Note, however, that although the abstract layer is language independent, it assumes

that the languages support some form of encapsulated objects, or that they can be

made to support it.)

The abstract layer provides a language-independent view of the objects constituting a system, of the interactions between these objects, and of the law that governs these interactions. This layer also maintains the object-base constituting a system, and provides an abstract, language-independent, framework for the enforcement of the law. The LGA model defined by this layer is discussed in detail in Section 4.

It should be pointed out that our abstract model has some of the flavor of Prolog, which is, in particular, used for the formulation of laws. Therefore, a passing familiarity with this language would be helpful for reading this paper. We note, however, that this bias towards Prolog is quite superficial, and it does not reduce the language independence of this model. The Prolog bias is due, in part, to the fact that Darwin/2 environment itself happens to be implemented in this language.

A language-interface, for a given language, performs two functions. First, it maps the various concepts of the abstract model to the concrete concepts of the language at hand. Second, it provides

the language specific part of the enforcer of the law. The details of such interfaces are beyond the scope of this paper, but in Section 4.7 we will comment briefly on the three language-interfaces which have been implemented so far in Darwin/2: an interface called LGA/user, which deals with the interactions of users (or, programmers) with the system being developed; an interface called LGA/Prolog for the programming language Prolog [4] (modified to support encapsulation); and an interface called LGA/Eiffel for the object-oriented language Eiffel [12].

3.6. Related Work

The idea that a large system needs to be governed by an explicit,global and enforced set of rules (which we call "law") is not entirely new. It appeared in several incarnations in various kinds of systems, but so far it has never been developed into a fully fledged architecture for general software systems, of the kind described here. The following are the main such efforts known to the author:

?Ever since the seminal paper on module interconnection by DeRemer and Kron

[6] there have been several successful attempt at specifying constraints over the

interconnection between the various modules of a system. Three of the most prominent

ones are the PIC formalism of Wolf et al. [31], the Inscape system of Perry [26] and

the work on connectors by Garlan and Shaw [7, 27]. While these are very powerful

techniques for specifying the interface between modules, and in many ways they do

more than we can do under Darwin, they usually do not deal with regularities, i.e.,

with statements involving universal quantification. For example, none of these

techniques can specify that a given system should be layered, which is so very simple

to do under LGA.

?Perhaps the earliest attempt to provide an explicit global law for general software

systems (not for some specific kind of systems, like databases) was by Ossher [24, 25].

He built a mechanism that imposes a specified layered module-interconnection

structure on a given system, which bears some similarity to our example-law discussed

in this section.

?The Metaobject Protocol [10] by Kiczales et al. provides means for changing and

refining the structure and behavior of classes of objects in CLOS. It can do much of

what our laws can, and much that laws cannot do. But it lacks the global view of the

system which is so fundamental to laws under LGA, so that it cannot be used for

establishing regularities (and was never intended for quite this purpose.)

?The Meta system of Marzullo and Wood [11] has a global set of "policy rules" about

the interaction between nodes in a distributed system. Like our law, these rules are

explicit and enforced, and they serve as a kind of "glue" to bind the various pieces of

the system together.This system deals exclusively with certain aspects of distributed

system.

?Finally, and most recently, Shoham and Tennenholtz [28], using a rationale very

similar to our own (apparently with no knowledge of it), proposed the use of global

laws to regulate systems of robots. They discuss techniques for determining the

appropriate laws (they actually call them "laws") in certain situations, but so far they

proposed no mechanism or general architecture to enforce such laws.

Note that we do not mention here the extensive work on process-based environments. This work is

relevant to some aspects of Darwin but not to this paper, because none of these environments attempts to impose structure on the system being developed.

4. The Abstract Model of LGA (Under a Fixed Law)

A law-governed system is a triple

?O, L, E?,

where O is a set of interacting objects,L is a global law that governs the interaction between objects, and E is a mechanism that enforces the law. This general organization of software is called law-governed architecture, or LGA. The model of LGA to be presented here is abstract in that it does not specify the language, or languages, that drive the objects involved.

We start our discussion by defining our concept of interaction and of object. We then introduce the concept of law, together with a language for the specification laws, and we outline the law-enforcement mechanism. We conclude with a very brief outline of two concrete language-interfaces which have been implemented so far. (Note that throughout this paper, we limit ourselves by assuming the law itself to be fixed during the life-time of the system governed by it, which is not the case in general under LGA.)

4.1. Interactions

Various kinds of binary interactions between objects can be regulated under LGA. This include dynamic operation carried out by one object on another, as well as permanent relationship between pairs of objects. The dynamic interactions include (see Section 3.1): (1) the interactions between programmers and the system under development, and (2) the interactions between the component-parts of the system being developed, when it runs. The permanent interactions, include such things as the existence of inheritance relation between objects representing classes, and the redefinition of a feature defined in one class, by one of its heirs. For the sake of specificity, we will deal here only with dynamic interactions, referring to them as messages. (The precise semantics of such "messages" is determined by the language-interface, but we will asumme it to be synchronous4.) The difference in the way we treat dynamic interactions, and permanent interaction will be clarified in Section 4.3.1.

Syntactically, messages are expected to have the form of a Prolog-like term, which, as already explained, is a recursive data-structure of the form f(t1,...,tk), where f is a symbol, and the zero or more arguments t1,...,tk are either terms or variables.Variables, which are denoted

4Asynchronous message passing is is supported by a different model for LGA, presented in [16].

by a capitalized symbols, are used here in a message as a means for returning results to the sender. For example, consider a message sin(x,R)sent by an object s. The receiver of this message is expected to compute the sine of x, and to bind the result to the variable R, which would be returned to the sender s. (As we shall see, such a binding of value to the variable-argument can be caused by the law as well).

4.2. The Objects

An object is a triple

?exterior, interior, agent?,

where exterior together with interior constitute the state of the object, and agent is its active component.

The exterior is the part of the state of objects which is "visible" by the law, and controlled by it. That is to say, the law can make distinctions between objects only on the basis of their exterior, and changes in the exterior of objects are directly regulated by the law. We often refer to the exterior of an object as its control state, because of its critical role in LGA. The set of the exteriors of all objects in a system is often called the control state of the system.

The interior of an object is completely accessible to its own agent, and only to it. This access is not subject to the law, and its manner is left unspecified here. In fact, the interior of an object plays no explicit role in the abstract model, and is treated as a black box.

The agent of an object operates (a) by manipulating its own interior, and (b) by sending and receiving messages, subject to the law of the system. The law-governed interaction between objects is illustrated in Figure 4-1. The law is depicted here as mediator of interaction between objects, which "sees" only the exterior of objects. Specifically, this diagram depicts an object x whose agent sends a message m to an object y. This message is submitted to the law which rules, in this case, that a modified message m’should be delivered to y, and also that the exterior of y should be modified, in a manner not specified here.

y

Figure 4-1:Objects and the Interaction Between Them

One can distinguish between three kinds of agents, and, by implication, three kinds of objects:

1.A programmed agent, which is driven by its program-text, also to be called the script

of the object. An object with such an agent may represent a program-module, such as

a class, or an instance of such a class, depending on the language at hand, and

language-interface being used.

2.An unprogrammed agent, is any unpredictable generator of messages. An object

with such an agent may serve as a locus for the activity of a human user, as the

unprogrammed and unpredictable agent in question.

3.A idle agent, which performs no operations. Objects with such an agent generally

represent passive data-structures, defined by their exterior. (The rules that constitute

the law of a system are also represented by this kind of objects.)

Note that agents are treated as black boxes by the abstract model, which assumes no knowledge of, or control over, what an agent might attempt to do. Therefore, the above distinction between types of agents is important mostly to the concrete layer of LGA, that must enforce the law, and does not matter much to the abstract model which distinguishes between objects only on the basis of their exterior.

Structurally, the exterior of an object is a bag of terms, also called attributes of the object. A term5is a recursive data-structure which has the form f(t1,...,tk), where f is a symbol, and the zero or more arguments t1,...,tk are either terms or variables. (Variables are denoted by capitalized symbols, and may be viewed, roughly speaking, as representing arbitrary (or unknown) terms.) As a simple example, an object in layered system may have the term level(2)in its state, which may be intended to signify that this object belongs to the second layer of the system.

With few exceptions, the abstract model does not assign any semantics to the attributes of an object, which is left to be defined by the law of a given project (in a sense which will become

5Our terms have essentially the structure of terms in Prolog.

evident later). The main such exception is the distinguished attribute id(i), which has a prespecified semantics in the model itself. This attribute, which is used for addressing, is guaranteed to be present in every object, providing a unique and immutable identifier,i, for it.

4.2.1. Primitive Operations on Objects

Objects can be affected and examined by means of a fixed set of primitive operations which, as will be explained later, can be mandated by the law to be carried out in response to certain messages. They include operations that read and update the exterior of objects, operations that destroy objects and create new ones, operations that invoke the agents of objects, etc. (What is not included here are operations used by an agent to access its own interior, which, as we have assumed, are not subject to the law.)

A primitive operation is denoted by p@o, where p specifies the operation itself, and o names an object to which this operation is to be applied. Below is a brief description of the set of primitive operations defined by this model. (For pragmatic reasons, Darwin/2 [17] has a few additional primitive operations, which will not be discussed here.)

1.add(c)@o-- Adds the term c to the exterior of object o.

2.remove(c)@o-- Removes from the exterior of o a single term that unifies(in the

Prolog sense) with c. (If there is no such term, then this operation has no effect; if

there are several such terms, then one of them is arbitrarily selected for removal.)

3.read(c)@o-- Attempts to unify (in the Prolog sense) the term c with some term c’

in the exterior of object o. If successful, this unification binds variables in c, if any,

to matching sub terms of c’; if no unification is possible then this operation has no

effect. (The use of this primitive for retrieval will be illustrated later.)

4.destroy@o-- Removes object o from the system.

5.create(Id)@o-- Creates a new object using o as a prototype. The new object is

identical to o, except that it has a new, and unique, name. That is, the term id(i)of

the new object contains a unique, system-generated, symbol i; this symbol is bound

to the variable-parameter Id of this operation, and is thus returned to the invoker.

6.install(script)@o-- Installs in object o a new script, as specified by the

parameter script.6(script is expected to contain also the initial state of the

interior of the newly created object.)

7.deliver(m)@o-- This operation delivers the term m as a message to the agent of

object o, thus invoking an appropriate procedure, or method, in the script of o. (The

invocation mechanism depends, of course, on the language in which the script is

written, and, like the language itself, is left unspecified here.)

6The syntax of this parameter is left unspecified in the abstract model; in Darwin/2 it is the name of the file that contains the actual program.

8.poke(a)@o-- This operation can be used to modify (or examine) the interior of

object o, depending on the argument a, which is left unspecified here. (This

operation violates the assumed encapsulation of o; but such violations are

controllable by the law.)

9.error(diagnostics)@o-- This is a signal that an error occurred at object o.

The nature of this error is expected to be described by the argument diagnostics, its

effect is left unspecified in the abstract model.

Note that two kinds of error-conditions might arise due to the execution of a primitive operation: (1) The condition arising from the execution of the operation error(...)@o. (2) The condition arising from improper application of a primitive; say when the object addressed by o does not exist, when a message is delivered to an object that is not programmed, or to a programmed object that does not have a method for the given message. The treatment of both kinds of errors is language dependent, and should be specified by the interface to the language in question.

4.3. The Law

The law prescribes what should be the actual effect of any attempt by an object to send a message, as follows: Let a message-sending-event sent(s,m,t)be the act of an object s(the sender) sending a message m to an object t(the target). The effect of any such event is prescribed as the ruling of the law for this event. This ruling is a (possibly empty) sequence of primitive operations7which are to be carried out in response to the event in question. Such a ruling may depend on the event sent(s,m,t)itself, as well as on the control state of the system (i.e., on the exterior of all objects of the system) at the time that the event happens. (Note that in practice, the ruling of the law usually depends only on a small part of the control state; usually only on the control state of the sender of the message, and of its target.)

To illustrate the manner in which the ruling of the law may determine the effect of message-sending-events, we consider several examples of rulings for some specific events. (Note that this is not the way the ruling of law will be actually specified, which is defined later.)

7Those listed in Section 4.2.1.

example 1: ruling(sent(s,m,t)) = [deliver(m)@t]

example 2: ruling(sent(s,m,t)) = [deliver(m’)@t]

example 3: ruling(sent(s,m,t)) = [deliver(m)@t’]

example 4: ruling(sent(s,setLevel(7),t)) = [remove(level(L)@T,

add(level(7))@t] example 5: ruling(sent(s,getLevel(V),t)) = [read(level(V))@t] example 6: ruling(sent(s,m,t)) = [remove(token)@s,

add(token)@t,

deliver(m)@t]

example 7: ruling(sent(s,m,t)) = [error(...)@s]

example 8: ruling(sent(s,m,t)) = []

By the ruling in example 1, the message m sent by s to t will be delivered to its intended destination. This is, of course, the "natural" effect of sending a message, which in conventional systems is done automatically. Under LGA, on the other hand, the delivery of a message requires an explicit ruling of the law, which, as we shall see below, may be different from the above. The ruling in example 2, in particular, would cause a message m’, instead of m, to be delivered to t; while the ruling in example 3 would cause message m to be delivered to a different object t’. Thus, the law can, among other things, cause messages to be changed and/or rerouted. (We are using here the phrase "the law causes" to mean "the law prescribes"; this is justified because the law is strictly enforced under LGA.)

A message which ends up being delivered to some object (even if not in its original form or to the original target, as in examples 2 and 3) will be referred to as a regular message. As has already been pointed out, we assume here that such a message behaves as an invocation of a method (i.e., of a procedure) defined by the script of the object to which this message is delivered. This method is expected to finish its computation eventually, returning control, to the sender s. If the delivered message has some variable V in it, say if it has the form p(V), than V may be bound to some value by the receiver of the message, and it is thus returned to the sender. (The details of returning control and of binding values to variables by the receiver of a message, depend on the language in which the script of the receiver is written and are left unspecified here.)

A sent-event may not result in the delivery of any message at all, as is illustrated by examples

4 and 5. In example 4, the effect of a message setLevel(7)sent by s to t would be the execution of the primitive operations remove(level(L))@t and add(level(7))@t, resulting in an update of the exterior of t. Thus, this ruling defined directly the semantics of the message "setLevel(7)". Similarly, in example

5 the effect of a message getLevel(V)sent by s to t would be the execution of the primitive operation read(level(V))@t. This operation would bind variable V to the current level number of object t, if any. This binding would be returned to the sender s, when it resumes control.

The law may also combine the delivery of a message with causing side-effects to certain objects, as is illustrated by example 6. Under the ruling of this example, a message m sent by s to t would be delivered to its destination, but only after removing a term token from the exterior of s and adding this term to the exterior of t.

The ruling in example 7 consists of the primitive error(...)@s. We do not specify the precise semantics of this primitive, but it means to indicate that the sent-event in question is illegal. The precise effect of this ruling depends, among other things, on the way the law is enforced. The enforcer will either prevent such an illegal event from occurring (say, by not admitting into the system any object that may cause such an event), or it may force the sender of the offending message into some kind of error exterior (whose nature would depend on the programming language in which the sender of this message is written). Finally, the ruling of Example 8 is empty, which means simply that the sent-event in question has no effect.

To summarize, the ruling of the law for a given event e is a (possibly empty) sequence of primitive operations, which may depend on e itself, and on the exterior of the system (i.e., the exterior of all the objects of the system) at the time that the event e occurred. Formally speaking, let E be the set of all possible events, let CS be the set of all possible control states of a system, and let R be the set of all sequences of primitive-operations, then the law can be viewed as a function:

law:E×CS→R

Of course, the law cannot be represented purely by extension, that is, by listing the ruling explicitly for each possible event. In the following section we introduce a technique for specifying the law by intension.

4.3.1. The Interpretation of the Law Regarding Permanent Interactions

Since our law has been defined as dealing with events, it is not self evident how it can apply to permanent interactions, such as the existence of inheritance relation between two classes in an OO language. This is done as follows:

Consider a moment T when a collection of modules (say, classes) are grouped into a configuration C, to be compiled into a single executable code. Darwin interprets all permanent interactions between the modules of C as if they occur at time T, in a nondeterministic order. In other words, all permanent interaction in a given configuration are enforced when this configuration is created. For a detailed discussion of such interaction the reader is referred to [22]. of their formation under Darwin/2 is beyond the scope of this paper.

4.3.2. The Difference Between this and the Original LGA Model

The main novel aspect of this model of LGA, compared to the model underlining Darwin/1 [15], is the nature of the ruling of the law. Specifically, under Darwin/1 the ruling of the law can either deliver a message, possibly in a modified form, or block it. Under the present model, on the other hand, the ruling of a law for a given event may also cause some changes to be carried out, most significantly to the control state (exterior) of various objects. This enhanced significantly the expressive power of laws under LGA, as we shall see in Section 5. It also makes the compile-time enforcement of laws more challenging. It should be pointed out that analogous capabilities have been built into our model for distributed law-governed systems[16].

4.4. The Representation of Laws

The law of a system is actually defined by means of a Prolog program which, when presented with a goal sent(s,m,t)representing a message-sending-event, produces a list of primitive-operations constituting the ruling of the law for this event. (Note that the use of Prolog here is quite incidental, and can easily be replaced by other means).

The Prolog program representing the law is a set of rules which have the form: h :- b1,...,b k.The left-hand side of such a rule, called its head, consists of a single term, or goal. The right-hand side of the rule, called its body, consists of a sequence of zero or more goals. In addition to the standard types of Prolog goals,8the body of a rule may contain two distinguished types of goals which have special roles to play in the interpretation of the law. A goal of the first type, called a do-goal, has the form do(p@o). It means that the primitive-operation "p@o" should be added to the ruling being evaluated, to be carried out by the enforcer. (The word "do" is underlined for emphasis). A goal of the second type, called a relative-goal, has the form g@o. It causes the evaluation of the goal g to be performed relative to the exterior of object o, and it provides us with a means to make the ruling of the law dependent on the exterior of various objects. We will say some more about these two types of goals in due course.

Consider, now, a law L and an event e submitted to it for evaluation. To explain how the ruling for e is computed we note that the interpreter of the law maintains an auxiliary variable R, that starts as an empty list at the beginning of the evaluation, and whose value at the conclusion of the evaluation would become the ruling of law L for the given event e. Whenever a do-goal of the form do(p@o)is encountered, it is evaluated as follows: this goal succeeds if the term "p@o" is bound to a valid form of a primitive-operation. This primitive operation is then appended to the list

8Actually, certain types of Prolog goals, such as assert,retract and call, are not allowed in the law.

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最小二乘法综述及举例

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《操作系统原理》5资源管理(死锁)习题

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