Distributed objects were popular in the late 1990s and early 2000s, but have since fallen out of favor.[1]
The term may also generally refer to one of the extensions of the basic object concept used in the context of distributed computing, such as replicated objects or live distributed objects.
Replicated objects are groups of software components (replicas) that run a distributed multi-party protocol to achieve a high degree of consistency between their internal states, and that respond to requests in a coordinated manner. Referring to the group of replicas jointly as an object reflects the fact that interacting with any of them exposes the same externally visible state and behavior.
Live distributed objects (or simply live objects)[2] generalize the replicated object concept to groups of replicas that might internally use any distributed protocol, perhaps resulting in only a weak consistency between their local states. Live distributed objects can also be defined as running instances of distributed multi-party protocols, viewed from the object-oriented perspective as entities that have a distinct identity, and that can encapsulate distributed state and behavior.
Local and distributed objects differ in many respects.[3][4] Here are some of them:
Life cycle : Creation, migration and deletion of distributed objects is different from local objects
Reference : Remote references to distributed objects are more complex than simple pointers to memory addresses
Request Latency : A distributed object request is orders of magnitude slower than local method invocation
Object Activation : Distributed objects may not always be available to serve an object request at any point in time
Parallelism : Distributed objects may be executed in parallel.
Communication : There are different communication primitives available for distributed objects requests
Failure : Distributed objects have far more points of failure than typical local objects.
Security : Distribution makes them vulnerable to attack.
Examples
The RPC facilities of the cross platform serialization protocol, Cap'n Proto amount to a distributed object protocol. Distributed object method calls can be executed (chained, in a single network request, if needs be) through interface references/capabilities.[5]
Distributed objects are implemented in Objective-C using the Cocoa API with the NSConnection class and supporting objects.
^Ostrowski, K., Birman, K., Dolev, D., and Ahnn, J. (2008). "Programming with Live Distributed Objects", Proceedings of the 22nd European Conference on Object-Oriented Programming, Paphos, Cyprus, July 07–11, 2008, J. Vitek, Ed., Lecture Notes in Computer Science, vol. 5142, Springer-Verlag, Berlin, Heidelberg, 463-489, http://portal.acm.org/citation.cfm?id=1428508.1428536.
^W. Emmerich (2000) Engineering distributed objects, John Wiley & Sons Ltd.
^Samuel C. Kendall, Jim Waldo, Ann Wollrath, and Geoff Wyant. 1994. A Note on Distributed Computing. Technical Report. Sun Microsystems, Inc., Mountain View, CA, USA.