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Synchronous Versus Asynchronous Message Passing

Message passing is a technique for invoking behavior on a computer by sending messages between processes. It allows for encapsulation and distribution by selecting code execution based on the receiving object rather than directly calling a function. Synchronous message passing is analogous to a function call while asynchronous is like a non-blocking call, using queues. Distributed objects support message passing between systems.

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0% found this document useful (0 votes)
89 views6 pages

Synchronous Versus Asynchronous Message Passing

Message passing is a technique for invoking behavior on a computer by sending messages between processes. It allows for encapsulation and distribution by selecting code execution based on the receiving object rather than directly calling a function. Synchronous message passing is analogous to a function call while asynchronous is like a non-blocking call, using queues. Distributed objects support message passing between systems.

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Krishanu Modak
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© © All Rights Reserved
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Message passing

In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a
computer. The invoking program sends a message to a process (which may be an actor or object) and relies
on that process and its supporting infrastructure to then select and run some appropriate code. Message
passing differs from conventional programming where a process, subroutine, or function is directly invoked
by name. Message passing is key to some models of concurrency and object-oriented programming.

Message passing is ubiquitous in modern computer software. It is used as a way for the objects that make
up a program to work with each other and as a means for objects and systems running on different
computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms,
including channels.

Contents
Overview
Synchronous versus asynchronous message passing
Synchronous message passing
Asynchronous message passing
Hybrids
Distributed objects
Mathematical models
Examples
See also
References
Further reading
External links

Overview
Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast
to the traditional technique of calling a program by name, message passing uses an object model to
distinguish the general function from the specific implementations. The invoking program sends a message
and relies on the object to select and execute the appropriate code. The justifications for using an
intermediate layer essentially falls into two categories: encapsulation and distribution.

Encapsulation is the idea that software objects should be able to invoke services on other objects without
knowing or caring about how those services are implemented. Encapsulation can reduce the amount of
coding logic and make systems more maintainable. E.g., rather than having IF-THEN statements that
determine which subroutine or function to call a developer can just send a message to the object and the
object will select the appropriate code based on its type.
One of the first examples of how this can be used was in the domain of computer graphics. There are
various complexities involved in manipulating graphic objects. For example, simply using the right formula
to compute the area of an enclosed shape will vary depending on if the shape is a triangle, rectangle, ellipse,
or circle. In traditional computer programming this would result in long IF-THEN statements testing what
sort of object the shape was and calling the appropriate code. The object-oriented way to handle this is to
define a class called Shape with subclasses such as Rectangle and Ellipse (which in turn have
subclasses Square and Circle) and then to simply send a message to any Shape asking it to compute
its area. Each Shape object will then invoke the subclass's method with the formula appropriate for that
kind of object.[1]

Distributed message passing provides developers with a layer of the architecture that provides common
services to build systems made up of sub-systems that run on disparate computers in different locations and
at different times. When a distributed object is sending a message, the messaging layer can take care of
issues such as:

Finding the process using different operating systems and programming languages, at
different locations from where the message originated.
Saving the message on a queue if the appropriate object to handle the message is not
currently running and then invoking the message when the object is available. Also, storing
the result if needed until the sending object is ready to receive it.
Controlling various transactional requirements for distributed transactions, e.g. ACID-testing
the data.[2]

Synchronous versus asynchronous message passing

Synchronous message passing

Synchronous message passing occurs between objects that are running at the same time. It is used by
object-oriented programming languages such as Java and Smalltalk.

Synchronous messaging is analogous to a synchronous function call; just as the function caller waits until
the function completes, the sending process waits until the receiving process completes. This can make
synchronous communication unworkable for some applications. For example, large, distributed systems
may not perform well enough to be usable. Such large, distributed systems may need to operate while some
of their subsystems are down for maintenance, etc.

Imagine a busy business office having 100 desktop computers that send emails to each other using
synchronous message passing exclusively. One worker turning off their computer can cause the other 99
computers to freeze until the worker turns their computer back on to process a single email.

Asynchronous message passing

With asynchronous message passing the receiving object can be down or busy when the requesting object
sends the message. Continuing the function call analogy, it is like a function call that returns immediately,
without waiting for the called function to complete. Messages are sent to a queue where they are stored
until the receiving process requests them. The receiving process processes its messages and sends results to
a queue for pickup by the original process (or some designated next process).[3]
Asynchronous messaging requires additional capabilities for storing and retransmitting data for systems that
may not run concurrently, and are generally handled by an intermediary level of software (often called
middleware); a common type being Message-oriented middleware (MOM).

The buffer required in asynchronous communication can cause problems when it is full. A decision has to
be made whether to block the sender or whether to discard future messages. A blocked sender may lead to
deadlock. If messages are dropped, communication is no longer reliable.

Hybrids

Synchronous communication can be built on top of asynchronous communication by using a Synchronizer.


For example, the α-Synchronizer works by ensuring that the sender always waits for an acknowledgement
message from the receiver. The sender only sends the next message after the acknowledgement has been
received. On the other hand, asynchronous communication can also be built on top of synchronous
communication. For example, modern microkernels generally only provide a synchronous messaging
primitive and asynchronous messaging can be implemented on top by using helper threads.

Distributed objects
Message-passing systems use either distributed or local objects. With distributed objects the sender and
receiver may be on different computers, running different operating systems, using different programming
languages, etc. In this case the bus layer takes care of details about converting data from one system to
another, sending and receiving data across the network, etc. The Remote Procedure Call (RPC) protocol in
Unix was an early example of this. Note that with this type of message passing it is not a requirement that
sender nor receiver use object-oriented programming. Procedural language systems can be wrapped and
treated as large grained objects capable of sending and receiving messages.[4]

Examples of systems that support distributed objects are: Emerald, ONC RPC, CORBA, Java RMI,
DCOM, SOAP, .NET Remoting, CTOS, QNX Neutrino RTOS, OpenBinder and D-Bus. Distributed
object systems have been called "shared nothing" systems because the message passing abstraction hides
underlying state changes that may be used in the implementation of sending messages.

Distributed, or asynchronous, message-passing has additional overhead compared to calling a procedure. In


message-passing, arguments must be copied to the new message. Some arguments can contain megabytes
of data, all of which must be copied and transmitted to the receiving object.

Traditional procedure calls differ from message-passing in terms of memory usage, transfer time and
locality. Arguments are passed to the receiver typically by general purpose registers requiring no additional
storage nor transfer time, or in a parameter list containing the arguments' addresses (a few bits). Address-
passing is not possible for distributed systems since the systems use separate address spaces.

Web browsers and web servers are examples of processes that communicate by message-passing. A URL
is an example of referencing a resource without exposing process internals.

A subroutine call or method invocation will not exit until the invoked computation has terminated.
Asynchronous message-passing, by contrast, can result in a response arriving a significant time after the
request message was sent.
A message-handler will, in general, process messages from more than one sender. This means its state can
change for reasons unrelated to the behavior of a single sender or client process. This is in contrast to the
typical behavior of an object upon which methods are being invoked: the latter is expected to remain in the
same state between method invocations. In other words, the message-handler behaves analogously to a
volatile object.

Mathematical models
The prominent mathematical models of message passing are the Actor model and Pi calculus.[5][6] In
mathematical terms a message is the single means to pass control to an object. If the object responds to the
message, it has a method for that message.

Alan Kay has argued that message passing is more important than objects in OOP, and that objects
themselves are often over-emphasized. The live distributed objects programming model builds upon this
observation; it uses the concept of a distributed data flow to characterize the behavior of a complex
distributed system in terms of message patterns, using high-level, functional-style specifications.[7]

Examples
Actor model implementation
Amorphous computing
Communicating sequential processes
Flow-based programming
SOAP

See also
Active message
Distributed computing
Event loop
Messaging pattern
Message passing in computer clusters
Message Passing Interface
Programming languages that include message passing as a centric feature:
AppleScript
Erlang
Elixir
HyperCard / LiveCode
Go
Objective-C
Rust[8]
Scala
Smalltalk
Self
Concurrent ML
References
1. Goldberg, Adele; David Robson (1989). Smalltalk-80 The Language. Addison Wesley.
pp. 5–16. ISBN 0-201-13688-0.
2. Orfali, Robert (1996). The Essential Client/Server Survival Guide (https://archive.org/details/
essentialclients00orfa/page/1). New York: Wiley Computer Publishing. pp. 1–22 (https://arch
ive.org/details/essentialclients00orfa/page/1). ISBN 0-471-15325-7.
3. Orfali, Robert (1996). The Essential Client/Server Survival Guide (https://archive.org/details/
essentialclients00orfa/page/95). New York: Wiley Computer Publishing. pp. 95–133 (https://
archive.org/details/essentialclients00orfa/page/95). ISBN 0-471-15325-7.
4. Orfali, Robert (1996). The Essential Client/Server Survival Guide (https://archive.org/details/
essentialclients00orfa/page/375). New York: Wiley Computer Publishing. pp. 375–397 (http
s://archive.org/details/essentialclients00orfa/page/375). ISBN 0-471-15325-7.
5. Milner, Robin (Jan 1993). "Elements of interaction: Turing award lecture" (https://doi.org/10.1
145%2F151233.151240). Communications of the ACM. 36 (1): 78–89.
doi:10.1145/151233.151240 (https://doi.org/10.1145%2F151233.151240).
6. Carl Hewitt; Peter Bishop; Richard Steiger (1973). "A Universal Modular Actor Formalism for
Artificial Intelligence". IJCAI.
7. Kay, Alan. "prototypes vs classes was: Re: Sun's HotSpot" (http://lists.squeakfoundation.org/
pipermail/squeak-dev/1998-October/017019.html). lists.squeakfoundation.org. Retrieved
2 January 2014.
8. "Using Message Passing to Transfer Data Between Threads - The Rust Programming
Language" (https://doc.rust-lang.org/book/ch16-02-message-passing.html). doc.rust-
lang.org.

Further reading
Ramachandran, U.; M. Solomon; M. Vernon (1987). "Hardware support for interprocess
communication" (http://portal.acm.org/citation.cfm?id=30371&coll=&dl=ACM&CFID=151515
15&CFTOKEN=6184618). Proceedings of the 14th annual international symposium on
Computer architecture. ACM Press.
Dally, William. "The Jellybean Machine" (http://cva.stanford.edu/projects/j-machine/).
Retrieved 7 June 2013.
McQuillan, John M.; David C. Walden (1975). "Some considerations for a high performance
message-based interprocess communication system" (http://portal.acm.org/citation.cfm?id=8
10905&coll=&dl=ACM&CFID=15151515&CFTOKEN=6184618). Proceedings of the 1975
ACM SIGCOMM/SIGOPS workshop on Interprocess communications. ACM Press.
Shimizu, Toshiyuki; Takeshi Horie; Hiroaki Ishihata (1992). "Low-latency message
communication support for the AP1000" (http://portal.acm.org/citation.cfm?id=140385&coll=
&dl=ACM&CFID=15151515&CFTOKEN=6184618). Proceedings of the 19th annual
international symposium on Computer architecture. ACM Press.

External links
A Packet History of Message Passing (http://www.netlib.org/utk/lsi/pcwLSI/text/node58.html#
SECTION00720000000000000000)

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